Manual: Civilizations

Xuenay

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This thread is no longer being actively updated. See the FfH Wiki for up-to-date information.

I really like FfH, but one problem is that the differences between the different civs aren't really all that well documented anywhere, so players will have to just experiment to see what each civ's unique strenghts and weaknesses are. So I thought that we could start up a thread where each civ's unique properties could be documented for easy reference. Sure, they get changed by every version, but once we've got a starting document done, it should be simple to incorporate any changes in the following versions by simply looking at the changelogs.

I don't have access to Civ right now, nor have I had the chance to actually play very many games, so I need you folks to help me out a bit. Chime in and give me details on the civilizations that I've missed something about and I'll edit it into the first post. It'd probably be way too much effort for somebody to keep this listing up to date alone, but it shouldn't be very hard if everybody contributes at least a bit. :)

Most of the information has been taken from the various Design threads, so if something's incorrect here, blame an out-of-date Design thread. Units that didn't have any special abilities mentioned weren't included in the "Special units" listing (since I assumed those were only cosmetic changes).

That being said, the Fall from Heaven 2 Manual: Civilizations.

Contributors so far: vorshlumpf, Grillick, Nikis-Knight, xumio, Deathling, Black Whole, Chandrasekhar, Qthzandra, JuliusBloodmoon, Mahatmajon, Chalid, lorgen, DMN, SchpailsMan, Frozen-Vomit, QES.

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Civilizations in short

Playble civilizations grouped by alignment:

Good: Bannor, Malakim, Elohim, Luchuirp, Kuriotates, Ljosalfar.
Neutral: Ljosalfar, Khazad, Lanun, Grigori, Hippus, Amurites
Evil: Doviello, Balseraphs, Clan of Embers, Calabim, Sheaim

Playble civilizations grouped by play style:

Builder: Kuriotates, Malakim, Khazad, Ljosalfar.
Hybrid: Bannor, Elohim, Luchuirp, Balseraphs, Amurites, Lanun, Hippus, Grigori.
Warmonger: Doviello, Clan of Embers, Calabim, Sheaim

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Civilizations in detail

Bannor (Good, Org/Mag or Ind/Spi)
Play style: Hybrid
Theme: Lawful good crusaders
Palace resource: Law mana
Special units: Enforcer (Warrior replacement - reduces maintenance for the city it's in), Guardsman (Axeman replacement - reduces maintenance for the city it's in), Shieldbearer (Pikeman replacement - will always be the unit defending the stack), Demagog (Crusade only, low cost Maceman), Flagbearer (Crusade only, passes Morale promotion to all living allied units within one tile).
Special world units: Donal Lungh (Gains the ability to recruit after killing a demon or undead, has the Guardsman ability and can cast Hope)
Other specials: Crusade civic (+25% military production, -75% war weariness, -100% great people points, no settler/worker production, limited building production, cannot initiate diplomacy with hostile civ, disciple units gain Evagelist promotion, enables production of Demagog and Flagbearer)
Overview: The Bannor is a pretty generalist, law-oriented civilization. When led by Sabathiel (Organized/Magic Resistant), they are well-suited for warfare, while Capria (Industrial/Spiritual) lends well for a more peaceful playing style. Of the two extremes, however, they're a bit more suited towards warfare - shieldbearers help keep invading stacks alive, and their unique Crusade civic makes it fun to, well, crusade. Their hero makes them especially well suited towards warring with demon- or undead-using civilizations.

Malakim (Good, Cre/Fin)
Play style: Builder
Theme: Desert people
Palace resource: Fire mana
Special units: Lightbringer (Expensive prophet with sentry 1 and no building requirement)
Special buildings: Citadel of Light (Summons a fireball if there is an enemy unit within 2 tiles, requires fire mana).
Special world units: Chalid Astrakein
Overview: Varn Gosam gets the Creative and Financial traits, a powerful combination in vanilla Civ, and useful here as well. Quick expansion yields good results, as money-draining obelisks aren't necessary for Malakim cities to expand. Cottage-spammers will enjoy this Civ, but other strategies are viable as well. The fire mana that they start out with leads to easy fireballs for mages. The desert theme is merely a concept for now, but perhaps future versions will implement this more fully.

Elohim (Good, Cre/Def/Spi or Def/Phi/Spi)
Play style: Hybrid
Theme: Guardians of holy places
Palace resource: Spirit mana
Special units: Monks (Medic 2 national units, good against demons).
Special buildings: Chancel of Guardians (+25% defense, 20% of units built in city start with the Defensive promotion), Reliquary (Units built in the city start with the Spirit Guide promotion).
Special world units: Corlindale (Sacrifices himself to end all wars between his civ and all other civs except the barbarians)
Overview: The Defensive trait helps a Builder style of play as repelling invasions gets easier, while Monks and the Reliquary help in waging an offensive war. Just remember that Defensive is of no help once you've left your cultural borders.

Luchuirp (Good, Arc/Fin or Org/Spi)
Play style: Hybrid
Theme: Dwarven enchanters & builders
Palace resource: Enchantment mana
Special units: Arcane Golem (Spartatori replacement - summons imps), Bone Golem (Immortal replacement - heals when it kills or living units die in the same tile), Clockwork Golem (Berserker replacement - has a chance of breaking down each turns), Iron Golem (Maceman replacement), Mud Golem (Worker replacement - no food cost to build), Nullstone Golem (Shieldwall replacement - starts with Magic Immune), Gargoyle (Pikeman replacement - defensive bonus), Wood Golem (Axeman replacement - vulnerable to fire).
Special buildings: Blasting Workshop (Gives golems the ability to cast fireballs), Armament Molds (Armorer replacement - increases golem strength), Velox Workshop (Weaponsmith replacement - decreases golem strength but increases movement), Gridlines (Gives golems the City Defense promotion), Sculptors Studio (Barracks replacement).
Special world units: Barnaxus (Barnaxus gaining any of the Combat I-V promotions automatically gives *all* the golems in the empire those promotions as well, for as long as Barnaxus is alive).
Other specials: Some units have the Dwarven promotion (Double movement in hills and peaks, gives adepts the ability to cast 'Repair' with enchantment I).
Overview: Golems gain no experience, but a combination of the different golem-boosting buildings and Barnaxus will make them pretty mean anyway. Combine this with the fact that they're slightly more powerful than the units they replace, and you'll get a tough army, equally useful for defense and offense.

Kuriotates (Good, Exp/Phi/Spr)
Play style: Builder
Theme: Enlightened supercities
Palace resource: Nature mana
Special traits: The sprawling trait has two effects. It allows the first (2 on Duel maps, 4 on Large, 5 on Huge and 3 on the rest) Kuriotate cities to work the third plot ring, helping them become super cities. In exchange, all of their other cities are Settlements which cost no maintenance but can only build Memorials and City Walls, as well as producing no science or commerce.
Special buildings: Memorial (Obelisk replacement, no maintenance cost and +15% GPP), Tailor (+1 happy and +5% gold income from sheep, silk and dyes), Jeweler (+1 happy and +5% gold income from gems, gold and pearls).
Special world units: Eurabatres (Gold dragon)
Other specials: Kuriotates are one of the two civilizations that can found the Cult of the Dragon religion. 20% of units produced in cities with the CotD religion will have a 3% chance of converting to the civilization owning the CotD holy city when in tiles owned by that civilization. Any cities infected with the CotD religion and not belonging to the Kuriotates or the Sheaim will have their culture production reduced by one.
Overview: Playing as the Kuriotates, you will have a group of big cities producing everything in your empire. All the rest will serve mostly as buffer zones and as ways to grab resources. Consider a Great People strategy, as you're one of the few civilizations best suited for it (having both the Philosophical trait and the Memorial building), and be sure to found the Cult of the Dragon to hinder your enemies a bit. When waging a war, you may want to raze cities a lot, since otherwise they'll become Settlements - and you can't build units in them to help hold them.

Ljosalfar (Neutral, Def/Exp/Rai or Arc/Sum), (Good, Cre/Spi)
Play style: Builder
Theme: Elves!
Palace resource: Nature mana
Special units: Elven worker (Worker replacement, can't remove forests, can build improvements on top of forests), Rider of the Ljosalfar (Knight replcement, +25% forest/ancient forest defense), lots of units with the Elven promotion.
Special world units: Gilden Silveric
Unavailable units: Cannon, Catapult, Arquebus, Chariot, War Chariot, Camel Archer, War Elephant, Crossbowman, Heavy Crossbowman, Berserker, Shield Wall.
Unavailable buildings: Alchemy Lab, Bear Totem, Armorer, Machinist's Shop, Siege Workshop
Other specials: Many units have the Elven promotion (Double movement in forests and ancient forests, +10% forest/ancient forest defense).
Overview: The Ljosalfar are very strongly a Builder civilization - after all, they can't build siege any weapons. Instead, the Light Elves are capable of effectively mounting a war of attrition, using their forested infrastructure to overwhelm the opponent with units and pillage his lands until he's as good as dead. There are alternative methods as well - getting the Baron from the Feral Bond tech and unleashing a horde of Werewolves is an effective way of taking down enemy cities, and mages always exist. With their ability to build things in forests, the Elves have a good synergy with the Fellowship of the Leaves' forest bonuses - but a Fellowship strategy isn't strictly necessary, and following an aggressive religion like the Octopus Overlords will give good early attack units in the form of the Drown.

Khazad (Neutral, Ind/Org or Agg/Fin)
Play style: Builder
Theme: Dwarven money-hoarders
Palace resource: Earth mana
Special units: Dwarven Druids (Druid replacement, learn Earth Sorcery and Summoning spells instead of Nature Magic), Dwarven Catapult (Catapult replacement - extra 10% city defense removed on bombardment), Dwarven Hammerfist (Maceman replacement - can build mine, quarry, fort, starts with the Guerilla II promotion), Dwarven Soldier (Axeman replacement, starts with the Guerilla II promotion).
Special buildings: Dwarven Smithy (Forge replacement - gives bonus production if Copper, Iron or Mithril is available to the city).
Special world units: Maros.
Unavailable units: Conjurers, Mages, Archmages, Summoners.
Unavailable buildings: Grove
Other specials: The Dwarven Vault specialty gives all Khazad cities modifiers based on the amount of gold in the treasury - from -2 to happy (<49 gold per city) to +25% GPP, +3 happy and +40% hammers (499> gold per city), some units have the Dwarven promotion (Double movement in hills and peaks, gives adepts the ability to cast 'Repair' with enchantment I).
Overview: Overview here.

Lanun (Neutral, Cre/Exp or Fin/Rai)
Play style: Hybrid
Theme: Sea pirates
Palace resource: Water mana and +1 food per sea tile globally.
Special units: Pirate (Privateer replacement - takes gold when defeating a ship), Boarding Party (Macemen replacement - melee unit that can attack ships in adjacent tiles, must fight cargoed units, if they win the battle they gain the ship), Lanun Galley (Galley replacement, increased cargo).
Other specials: -1 farm food production, +1 ship movement. Only civilization that's able to see and harvest the Pearl resource.
Overview: The Lanun are a sea people, capable of dominating the seas in any map with water present. Though they're somewhat more oriented towards warmongering, they also have viable hybrid strategies. Led by Falamar (Creative/Expansionist), they'll grow quickly thanks to rapid border expansion and cheaper lighthouses. Led by Hannah (Financial/Raider), coastal tiles with their three food & commerce will be increadibly profitable for them, not to mention their extra income from pillaging.

One strategy for playing the Lanun is getting the Octopus Overlords, then building a large Arcane Barge force protected by Pirates and The Drown. The Drown keep their Water Walking promotion when promoted to Stygian Guards, effectively giving 7 STR "ship-like" Melee units that can also attack cities from the coast after the Barges have loaded them with fireballs. Finally, the Slavery Civic allows turning low-hammers coastal cities into heavy production centers just by playing the whip. The same way, slaves are easy to capture and may be sacrificed for immediate hammers. OO allows the Lanun the overcome their weakness of raw production AND gets along well with their theme of sea domination.

Grigori (Neutral, Agn/Ind/Phi)
Play style: Hybrid
Theme: Forsakers of the gods
Palace resource: +2 adventurer points
Special traits: Agnostic prevents the adoption of a state religion. Cannot build Temples.
Special units: Dragon Slayer (Maceman replacement, starts with the Dragon Slaying and Courage promotions), Grigori Medic (Cures disease), Grigori Inquisitor (Removes religion).
Special buildings: Memorial (Obelisk replacement - no maintenance cost and +15% GPP), Adventurers Guild (+2 Adventurer points), Grigori Tavern (Tavern replacement - acts as a normal tavern but grants Adventurer points instead of Great Artist points).
Special world units: Adventurers (Spawned with Adventurer GPP, can upgrade into nearly any unit).
Unavailable units: Disciple units.
Overview: To get the most Adventurers you should avoid early wonders in your capitol - though you can also gamble and trust that the increased amount of GPP will compensate for a lower probability to spawn Adventurers. The Memorial building will boost your Great People production, but Pacifism will do you no good - after all, you don't have a state religion. Later on also the Grigori Tavern. It's easier to go for a certain tech branch and get your Adventurers to national unit level as fast as possible. Treasure your Adventurers! They are the units with the most potential in the game. It's quite normal to get tier 4 units with Combat V, Heroic Strength I and II by the time your opponets get their avatar units which don't have the Hero promotion and need to fight to get their XP.

Hippus (Neutral, Agg/Rai or Exp/Fin)
Play style: Hybrid
Theme: Mercenary raiders
Palace resource: Horses.
Special units: Hippus Settler (Settler replacement - increased move), Raider (Horseman replacement, move 4 strength 4), Hippus Summoner (Summoner replacement - can summon air elementals), Hippus Camel Archer (Camel Archer replacement - 55% Withdrawal Chance instead of 45%), Hippus War Elephant (War Elephant replacement - 35% Withdrawal Chance instead of 25%), Wind Knight (Knight replacement - ignores terrain costs, can cast Dancing Blades).
Special world units: Magnadine (converts every defeated Barbarian unit to the cause of your civilization).
Unavailable units: Arquebus, Cannon, Shield Wall.
Unavailable buildings: Alchemy Lab, Armorer
Overview: Overview here.

Amurites (Neutral, Arc/Org or Mag/Phi)
Play style: Hybrid.
Theme: Magicians
Palace resource: Enchantment mana.
Special units: Wizard (Mage replacement - starts with a Spellstaff promotion), Firebow (Longbowman replacement - starts with Fire 1 and Sorcery 1).
Special buildings: Cave of Ancestors (Grants +1 xp for each different mana resource the city has access to).
Special world units: Govannon (Can train living non-animal allied units to cast Dance of Blades, Escape, Haste and Raise Skeleton).
Overview: Overview here.

Doviello (Evil, Agg/Bar or Ind/Rai)
Play style: Warmonger
Theme: Iceland barbarians
Palace resource: Chaos mana
Special units:: Beastman (Warrior replacement - increased city attack), Battlemaster (Expensive maceman replacement - can upgrade units on the field, no building requirment, +50% on tundra), Doviello Axeman (Expensive axeman replacement, no building requirment, +50% on tundra), Doviello Pikeman (Expensive pikeman replacement, no building requirment, +50% on tundra), Witch Doctor (Expensive adept replacement, no building requirment).
Unavailable units: Archery units.
Unavailable buildings: Alchemy Lab, Archery Range, Bowyer, Libary, Machinist's Shop, Mage Guild
Special world units: The War Machine (capturable).
Overview: Overview here.

Balseraphs (Evil, Cre/Phi or Cre/Sum)
Play style: Hybrid
Theme: Evil jesters
Palace resource: Mind mana
Special units:: Acrobat (Hunter replacement - can withdraw, built with a Carnival instead of a Hunting Lodge), Gypsy Wagon (Travels in rival territory, leeches money and culture from other civs cities, increases culture in its own civilizations cities), Harlequin (Ranger replacement - can cast Confusion), Taskmaster (Assassin replacement - no first strike, has a chance of converting defeated units into slaves).
Special buildings: Freak Show (+2 great artist points, allows Human cages, Dwarf cages, Elf cages and Orc cages).
Unavailable buildings: Obelisk, Hunting Lodge
Special world units: Loki (As a gypsy wagon with a few mind and chaos spells. Runs away when attacked, meaning he has to be cornered or surrounded to be killed).
Overview: The Balseraphs give a whole new meaning to the term "culture war". Their Gypsy Wagons can weaken the culture of enemy cities, making them easier to overwhelm with their own culture.

Balseraph Catapults (or "cowtapults" as they are sometimes called due to their unusual ammunition) have a high withdrawal rate, allowing them to cause collateral damage multiple times with near-impunity, and Harlequins can utilize low-to-mid level Chaos and Mind spells.

The Balseraphs also enjoy the benefits of slavery, with the Freak Show building providing extra culture for each slave cage you build in that city. For these reasons, you should consider founding the Octopus Overlords when you play as the Balseraphs, though you can make do with Taskmasters, the Balseraph replacement for the Assassin, which can enslave enemies regardless of civic options.

Clan of Embers (Evil, Bar/Exp/Sco/Spi or Agg/Bar/Mag/Sco)
Play style: Warmonger
Theme: Barbarian civilization
Palace resource: Fire mana
Special units:: Goblin (Cheap scout replacement - can't upgrade to Hunter), Orc Axeman (Axeman replacement - can't upgrade to Pikeman), Pitch Wagon (Catapult replacement - increased strength), Orc Witch Doctor (Expensive adept replacement - no building requirment), Worg Rider (Horseman replacement - can be created out of wolves), many units with the Orc promotion.
Unavailable buildings: Alchemy Lab, Library, Mage Guild, Stables
Special world units: Rantine (Can convert barbarin cities to his empire if he is the strongest unit in that city).
Other specials: Many units have the Orc promotion (Orc promotion info here).

Calabim, the Order of Blood (Evil, Agg/Phi or Exp/Org)
Play style: Warmonger
Theme: Vampires!
Palace resource: Body mana, one free Vampiric Governor
Special units: Vampire (Has the Vampire promotion), Moroi (Axeman replacement, can cast Burning Blood on himself and become a vampire on level 4), Blood Pet (A vampire consuming the blood pet regains 1 move and the ability to attack along with the normal consumption benefits).
Special buildings: Breeding Pit (+20% growth, +2 food, -1 health), Governors Manor (-25% war weariness).
Special world units: Losha Valas (Gains immortality each time she kills a living unit).
Unavailable buildings: Alchemy Lab, Elder Council
Other specials: Vampire promotion (+5% healing rate, +10% strength, can use Feast, Feed and Gift Vampirism), Vampiric Governor (Specialist, +2 culture, +1 production, +1 gold). The unit abilities Feast (Usable in cities, sacrifices a point of population for experience), Feed (Sacrifices a unit in the same square for restored health, see also Blood Pet's description) and Gift Vampirism (Gifts vampirism to all other units in a square that are level 6 or higher - the Moroi are an exception, as they can be vampire'd on level 4).
Overview: Your vampires can be fed either through building a couple of big farm cities, or simply by taking over enemy cities and gobbling up their entire population (bon appetit). Spread the gift to as many of your units as you can and take over the world. With their unique Breeding Pit building, the Calabim also have synergies with the Octopus Overlords and the Slavery civic - whenever your citizens aren't being used for vampire food, they can be whipped away for production. (Your citizens may feel a bit unhappy, but they'll be dead soon enough anyway, so it's not like they'd matter.)

Sheaim (Evil, Arc/Sum or Spi/Sum)
Play style: Warmonger
Theme: Arcane destroyers of the world
Palace resource: Dimensional mana
Special units: Eater of Dreams (Summoner replacement - can sacrifice population to regain the ability to cast), Pyre Zombie (Explodes when killed).
Special world units: Abashi (Black dragon).
Other specials: The Sheaim is one of the two civilizations that can found the Cult of the Dragon religion. 20% of units produced in cities with the CotD religion will have a 3% chance of converting to the civilization owning the CotD holy city when in tiles owned by that civilization. Any cities infected with the CotD religion and not belonging to the Kuriotates or the Sheaim will have their culture production reduced by one.
Overview: They're evil and they want to destroy the world. Cool, huh?


Somebody improve my write-ups. The Overviews need work, for one...

So get on it, I'll edit your additions to the first post as they get done. With some luck, we'll manage to make a great resource for new players, and why not slightly more experienced ones as well. :)
 
Religions in detail

Contributors: Kassiopeia, Kael, SchpailsMan, Chandrasekhar, vorshlumpf.

The Order
Theme: So Lawful Good that they're almost evil
Alignment effects: Makes adopting civilizations Good.
Units allowed: Acolyte (Medic I, Demon Slaying, sacrifice to add 20 culture or to convert city), Confessor (Requires Incense and a Temple of Order, Medic II, sacrifice to create a Temple of Order), Crusader (Requires Copper and a Temple of Order, immune to disease, bonus against demonic units).
Buildings allowed: Basilica (Reduces city maintenance by 50%)
Temple effects: +10% military production, double units when recruiting, can turn 2 citizens into Priest, +1 happy from Incense, +20% to culture.
Shrine: Code of Junil (+1 gold per city with The Order, provides Law mana, can turn 2 citizens into Priest, 1 into Merchant, +4 culture, +2 Great Engineer points, boosts religion spread).
World units allowed: Valen Phanuel, Sphener
Unavailable units: Eidolon
Civics allowed: Social Order (Medium upkeep - +1 Happiness from Courthouse, Palace, Forbidden Palace, Winter Palace and Basilica, +10% military production)
Technologies allowed: Unquestioning Obedience (Allows Basilica, Winter Palace, Social Order).
Fire spells allowed: Ring of Flames (Does 115% damage to all units within 1 tile except the casters tile, -5% per level and per strength point), Pillar of Fire (Does damage to all units in a stack, bonus damage versus demons).
Law spells allowed: Consecrate (Increases the player's culture in the surrounding plots), Righteous Cause (Can only be cast while in the radius of an enemy city. For each point of unhappiness a crusader is summoned. Caster dies).
Life spells allowed: Cure Disease (Removes the Diseased, Plagued and Withered promotion from all units in the same tile), Heal (Heals all units in the caster's tile).
Spirit spells allowed: Spirit Guide (When the unit dies it passes 25% of its XP and the Spirit Guide ability to a random allied unit in its tile), Bless (Applies the Bless promotion on all non-Demonic and non-Undead units in the same tile until their next combat).
Other specials: When a civilization has the Order as their state religion, any city of theirs that the Order spreads to will generate a free Acolyte (or a Crusader, once the technology is available).
Overview: The Order is the religion of choice for big, warmongering empires. A Courthouse and a Basilica will reduce city maintenance to zero, while the Spirit and Fire spheres provide powerful war spells for the divine casters. Combine this with the free Acolytes / Crusaders you get from spreading your religion, and the Order truly becomes a force that isn't to be messed with.

Runes of Kilmorph
Theme: Money-grabbing earth religion
Alignment effects: Makes adopting civilizations Neutral if they were previously Evil.
Units allowed: Dwarven Soldier, Thane of Kilmoprh (Medic I, Guerilla I), Stonewarden (Requires Gems and a Temple of Kilmorph, Medic II, sacrifice to create a Temple of Kilmorph).
Temple effects: +3 gold, +20% culture, can turn 1 citizen into priest, can turn 1 into merchant, +1 happy from Gems.
Shrine: Tablets of Bambur (+1 gold per city with Runes of Kilmorph, provides Earth mana, can turn 2 citizens into Priest, 1 into Engineer, +4 culture, +2 Great Engineer points, boosts religion spread).
World units allowed: Bambur, Arthendain
Wonders allowed: Mines of Gal-Dur (Provides 3 Iron, boosts religion spread)
Unavailable units: Eidolon
Civics allowed: Arete (Medium upkeep - +20% GPP for cities with state religion, can spend gold to finish production)
Technologies allowed: Arete (Allows Mines of Gal-Dur, Arete)
Body spells allowed: Burning Blood (Allied living unit gains +40% strength, Blitz and +2 move and has a 50% chance of being killed at the end of the turn. Only effects living units), Graft Flesh (Caster can kill 2 living units to make a Flesh Golem with all the promotions of both units).
Earth spells allowed: Transmutation (Turns an owned Copper resource into a Gold resource or vice versa), Earthquake (Destroys buildings and improvements).
Enchantment spells allowed: Spiritual Hammer (Grants the Spiritual Hammer promotion to disciple units in the tile), Shield of Faith (Grants the Shield of Faith promotion to all units).
Life spells allowed: Cure Disease (Removes the Diseased, Plagued and Withered promotion from all units in the same tile), Heal (Heals all units in the caster's tile).
Overview:

Fellowship of Leaves
Theme: Elven forest religion
Alignment effects: None.
Units allowed: Archer of Leaves (Woodsman II), Disciple of Leaves (Medic I, Woodsman I, sacrifice to add 20 culture or to convert city), Priest of Leaves (Requires Incense and a Temple of Leaves, Medic II, can cure disease).
Temple effects: Triples chance of nearby Treant generation. +1 health, +20% culture, can turn 2 citizens into Priest, +1 happy from Incense.
Shrine: Song of Autumn (+1 gold per city with Fellowship of the Leaves, provides Nature mana, can turn 2 citizens into Priest, 1 into Bard, +4 culture, +2 Great Bard points, boosts religion spread).
World units allowed: Yvain the Wood Elf, Kithra Kyriel
Wonders allowed: Yggdrasil (Provides 3 Fruit of Yggdrasil resources [+1 health?])
Civics allowed: Guardian of Nature (High upkeep - +5 health in all cities, -10% military production, +1 happy from Jungle and Forest, +2 happy from Grove).
Technologies allowed: Hidden Paths (Allows Yggdrasil, Guardian of Nature).
Life spells allowed: Cure Disease (Removes the Diseased, Plagued and Withered promotion from all units in the same tile), Heal (Heals all units in the caster's tile).
Nature spells allowed: Bloom (Creates a "starter" Forest), Entangle (Chance to root every unit in the tile for 1 turn, can be resisted).
Other specials: Fellowship forests have a chance of becoming Ancient Forests (+1 food, +1 production, +0.5 health in nearby cities, +50% defense). If enemy units enter an Ancient Forest, Treant units may temporarily spawn in the Fellowship's defense.
Overview:

Octopus Overlords
Theme: Sea-based Lovecraftian beasts
Alignment effects: Makes adopting civilizations Neutral if they were previously Good.
Units allowed: Zealot (Medic I, Dwarf Slaying, sacrifice to add 20 culture or to convert city), Cultist (Requires Incense and a Temple of Overlords, Medic II, sacrifice to create a Temple of Overlords), Stygian Guard (Requires a Temple of Overlords and Copper, immune to disease, Medic I), The Drown (Immune to disease, can move on coasts).
Buildings allowed: Asylum (Increases research, allows a scientist, reduces unhappiness by 2, reduces War Weariness by 25%).
Temple effects: +3 culture, +20% culture, +10% military unit production, can turn 1 citizen into Priest, 1 into Sage, +1 happy from Incense.
Shrine: The Necronomicon (+1 gold per city with Octopus Overlords, provides Water mana, can turn 2 citizens into Priest, 1 into Sage, +4 culture, +2 Great Prophet points, boosts religion spread).
World units allowed: Saverous, Hemah
Unavailable units: Paladin
Civics allowed: Slavery (Low upkeep - can sacrifice citizens to boost production, -1 happy, 25% of defeated units are captured as Slaves).
Technologies allowed: Mind Stapling (Allows Asylum).
Body spells allowed: Burning Blood (Allied living unit gains +40% strength, Blitz and +2 move and has a 50% chance of being killed at the end of the turn. Only effects living units), Graft Flesh (Caster can kill 2 living units to make a Flesh Golem with all the promotions of both units).
Chaos spells allowed: Mutation (Randomly does some of the following to all living units in the casters tile: Reduces strength by 1, raises strength by 1 or 2, gives the promotion Enraged, Crazed, Diseases, Vulnerable to Fire, Resistant to Magic, Regeneration or Withered), Reversal of Fortune (Gives a bonus to target unit relative to strength difference between it and higher strength opponents).
Mind spells allowed: Floating Eye (Summons a temporary eye that can explore rival lands), Hideous Thoughts (Unit loses half its hit points and becomes Enraged. Has a small chance to wear off every turn).
Water spells allowed: Summon Kraken (A civ can have 1 Kraken for every unit that can cast this spell).
Overview: The second powerful warmongering religion, The Drown are a mighty, versatile unit early on (and they keep their Water Walking ability when upgraded to Stygian Guards). They can dramatically increase their production via their access to Slavery, and their production is also helped by the Slaves they capture when using that civic. Their hero, Saverous, is among the most powerful religious heroes. They also have a high culture.

Ashen Veil
Theme: Demonic pacts
Alignment effects: Makes adopting civilizations Evil.
Units allowed: Diseased Corpse (Diseased promotion), Savant (Medic I, Elf Slaying, sacrifice to add 20 culture or to convert city), Ritualist (Requires Reagents and a Temple of Veil, Medic II, sacrifice to create a Temple of Veil).
Buildings allowed: Demon's Altar (Allows sacrifice of units for research).
Temple effects: +2 research, +20% culture, +10% military production, can turn 2 citizens into Priest, +1 happy from Reagents.
Shrine: Stigmata on the Unborn (+1 research per city with Ashen Veil, provides 1 Entropy mana, can turn 2 citizens into Priest, 1 into Sage, +4 culture, +2 Great Sage points, boosts religion spread).
National units allowed: Beast of Agares
World units allowed: Rosier the Fallen, Mardero
Unavailable units: Paladin
Civics allowed: Sacrifice the Weak (No upkeep, -20% GPP, -2 health, can sacrifice citizens for production, +10% gold).
Technologies allowed: Corruption of Spirit (Allows Sacrifice the Weak).
Entropy spells allowed: Unholy Taint (Weakens the caster and increases the rate he gains experience), Banish (Unit is transported to Hell).
Fire spells allowed: Ring of Flames (Does 115% damage to all units within 1 tile except the casters tile, -5% per level and per strength point), Pillar of File (Does damage to all units in a stack, bonus damage versus disciples).
Overview:

Cult of the Dragon
Theme: Underground dark cult
Shrine: Wyrmhold (Provides Chaos mana, can turn 2 citizens into Priest, 1 into Bard, +4 culture, +2 Great Prophet points).
Civilizations that can found: Kuriotates and the Sheaim.
Other specials: May not become a state religion. 20% of units produced in cities with the CotD religion will have a 3% chance of converting to the civilization owning the CotD holy city when in tiles owned by that civilization. Any cities infected with the CotD religion and not belonging to the Kuriotates or the Sheaim will have their culture production reduced by one.



Sorcery spells sorted by type (list compiled by z00t)

City Buff:

Earth I : Wall of Stone +25% city defence
Mind II : Inspiration +4 science
Spirit II : Hope +1 happiness , +4 culture
Law III : Unyielding Order - no unhappiness or maintenance, ends city riots from capture

Permanent Unit Buff:

Law I : Loyalty - unit cant be converted
Spirit I : Courage - heals units in same tile 10% faster and immune to fear
Enchantment I : Enchanted Blade - strengthens melee units 20% and removes rust
Enchantment II : Flaming Arrows - strenghens archery units 20%

Temporary Unit Buff:

Nature I : Treetop Defence +2 first strikes if in forest
Chaos I : Dance of Blades +1 first strike, lasts one turn
Body I : Haste +1 movement, lasts one turn
Body II : Regeneration - heals 10% faster, lasts until used
Law II : Valor - extra 1 xp each combat, 10% chance of wearing off per turn

Targetted:

Entropy I : Wither - gives -20% healing/turn , resistable
Mind I : Charm - Unit cannot attack, 10% chance of wearing off per turn, resistable
Life II : Destroy Undead - damages all undead on tile
Chaos II : Rage - turns unit to barb
Death II : Contagion - gives disease (-30% strength, -10% healing/turn, -10% healing/turn for all units on tile)
Earth II : Rust - weakens melee units and metal golems
Earth III : Tremor - moves enemy units within 1 tile radius back a tile, resistable
Entropy III : Enervation - halves living units xp, resistable
Mind III : Domination - takes control of target, resistable and can lose control of caster
Water III : Tsunami - damages units on coastal tiles when land turns to ocean, small chance of killing them

Summons:

Death I : str 3 skeleton, permanent
Nature II : str 3 tiger, permanent, can make tiger cage
Fire II : str 3 fireball, can bombard and collateral damage
Fire III : three str 5 meteors, can bombard and collateral damage

Caster buff:

Dimensional I : Escape - teleport to capital
Water II : Water Walking - can use coast/inland water tiles.
Death III : Lichdom - turns archmage to lich
Enchantment III : Spellstaff - can be broken to allow a second cast that turn

Terraforming:

Water I : Spring - desert to plains
Fire I : Scorch - plains to desert
Life I : Sanctify - removes fallout
Entropy II : Defile - adds fallout
Nature III : Vitalize - upgrades all terrain but desert
Water III : Tsunami - turns coastal land into ocean
 
:goodjob: Woot! Fantastic idea, this is awesome work!
 
Hm, very useful; good job. I only noticed one thing that I will suggest an edit for: the Kuriotates get a number of core cities based on the map size now - it's no longer solid at 3.

- Niilo
 
Just a note: Elves build improvements on forests, not jungles. They can (and must) clear jungles.
 
1) It may be worth it to do an entry for minor tribes, as knowing their sttregths and weaknesses when playing against them could be useful (as far as they yet have strengths and weaknesses, like Basium's tomb.
2) These could probably get a pedia section--though maybe not til the pace of changes has slowed?

Also, Agnostic on Grigori prevents temples and disciple units from being built, though they have a unique inquisitor as well.
 
This is an awesome idea! I will definitely print it for reference once it's completed.
 
Lanun:
gain +1 ship movement
gain access to pearls (no one else does)
Units:
-Pirate (Privateer replacement)
-Boarding Party(Macemen replacement)

the also have a viable hybrid strategy (Cre/Exp -> cheaper lighthouse & border expansion => rapid growth; Fin/Rai -> 3food&gold/coastal tile & extra gold form pillage => high rush/research potential)


Calabim:
Breeding Pit (+20% growth +2food -1 health)
 
xumio said:
Lanun:
gain +1 ship movement
gain access to pearls (no one else does)
Units:
-Pirate (Privateer replacement)
-Boarding Party(Macemen replacement)

the also have a viable hybrid strategy (Cre/Exp -> cheaper lighthouse & border expansion => rapid growth; Fin/Rai -> 3food&gold/coastal tile & extra gold form pillage => high rush/research potential)

Calabim:
Breeding Pit (+20% growth +2food -1 health)

Thanks, edited in. :)

Oh, and Nikis-Knight - yeah, it might be useful to add info about the minor tribes, too. Just type them up and I'll add them. ;)
 
You forgot the Hippus Summoner... Which can summon air elementals.
 
Kuriotates: They start with nature mana at the moment.
The Tailor and Jeweler buildings give +5% gold income for every
resource instead of 2 trade.

Ljosalfar: You could mention that Arendel starts as a good leader.
Elven promotion: double movement in forests and ancient forests
+10% forest/ancient forest defense
Haven't access to: Siege workshop, Cannon, Catapult, Arquebus,
Chariot, War Chariot, Camel Archer, War
Elephant, Crossbowman, Heavy Crossbowman,
Berserker, Spartitatoi

Khazad: Dwarven promotion: double movement in hills and peaks
gives adepts the abilitiy to cast 'Repair' with
enchantment I, additional to 'Enchanted Blade'
Special units: Dwarven Catapult -25% (instead of -15%) city defense if the
catapult bombards; Catapult replacement
Dwarven Hammerfist can build mine, quarry,
fort, starts with 'guerilla II'; Maceman replacement
Dwarven Soldier starts with 'guerilla II'; Axeman
replacement

Amurites: start with enchantment mana at the moment

Doviello: no access to archery units

Calabim: Vampirism: +5% healing rate in enemy/neutral/friendly
land
+10% strength
can the following: 'Feast', 'Feed',
'Gift Vampirism'
Vampiric Governor: +2 culture, +1 production, +1 gold
Palace grants a free 'Vampiric Governor'
 
Ah, excellent idea. Let me throw in my two cents, from my experience.

Malakim (Good, Cre/Fin)
Play style: Builder
Theme: Desert people
Palace resource: Fire mana
Special units: Lightbringer (Expensive prophet with sentry 1 and no building requirement)
Special buildings: Citadel of Light (Summons a fireball if there is an enemy unit within 2 tiles, requires fire mana), Altar of Delos (Expands visibility range of units in the city by 2).
Special world units: Chalid Astrakein
Overview: Varn Gosam gets the Creative and Financial traits, a powerful combination in vanilla Civ, and useful here as well. Quick expansion yields good results, as money-draining obelisks aren't necessary for Malakim cities to expand. Cottage-spammers will enjoy this Civ, but other strategies are viable as well. The fire mana that they start out with leads to easy fireballs for mages. The desert theme is merely a concept for now, but perhaps future versions will implement this more fully.
 
Xuenay said:
Somebody remind me how Feast, Feed and Gift Vampirism worked, exactly?

I've been playing the Calabim recently...

Gift of Vampirism: any current vampiric unit can gift vampirism to all other units in a square that are level 6 or higher.

Feast: feast upon the population of a city. 1 population is lost, not sure how much xp is gained, typically enough to level once or maybe twice. It definitely takes a few feasts to level when they get above 150 xp.

Feed: feeds on one unit in the same square, destroys that unit, gives vampire xp

These actions can be performed multiple times in a single turn.


I haven't used 'Feed' but I have been going to town with gifting vampirism to all of my level 6 and higher units and feasting on captured cities until they are complacent...marching my empowered army of vampires to the next city and repeating the process. If I have an arcane unit reach level 6 (26xp...I have that part memorized) they go on a feeding frenzy culling some of my more populous cities.

--------------------------------------------------
Calabim Hunter-Sergeant: "What makes the trees grow?"
Calabim Recruits: "Blood...Blood...Blood!!!"
 
Actually Feed doesn&#180;t give xp, it restores Health and if feed on a Blood Pet you also gain 1 Movement Point and the ability to attack again. And you can Gift Vampirism to Moroi units (replaces Axeman I think) when they are lvl 4.
 
Doviello (Evil, Agg/Bar or Ind/Rai)
Play style: Warmonger
Theme: Northern barbarians

You may want to change "Northern" to "Winter" or "Ice" or "Cold" or "Tundra" Barbarians, as the coldest parts of the map are not always in the North.
 
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