NAERALITH REBORN: New Civ 5 Design and Implementation Thread

Alzara

Emperor
Joined
Jan 2, 2008
Messages
1,214
Location
Florida
Greetings all!

Welcome to my Naeralith Reborn civilisation 5 mod page. This fantasy mod is based on my world that I have been creating for the past few years, details of which can be found on my own personal website.

www.naeralith.com

Please note that "Naeralith" and all of the lore and artwork contained on my own website is copyrighted to myself. Please do not reuse any of the artwork or information contained on this website, or material from my website that is reused in these forums, without my express permission! :)

Spoiler Updates :

19-11-2011: I have just noticed that I totally forgot to create my Ralaeya civilisation design. I thought to myself that it might be a nice idea to involve the community in designing the UBs for this civilisation. So if anyone wants to contribute what they would like to see from this civilisation then please do so! I will leave this option open till next Saturday (Nov 26th), at which point I will complete the design of the civ, incorperating community requests.

30-10-2011: Tech tree is completed. See the following post for details: http://forums.civfanatics.com/showpost.php?p=11010847&postcount=140

23-10-2011: Ok after long discussions, myself and TheChanger have decided that we WILL continue creating this mod. We just have to hope and pray that the dlls will be released eventually and that it isn't an empty promise from the developers. I promise to get an update soon now that we have made this decision!

08-05-2011: Expanded on the nautical features found in the Terrain section. The percentages may need tweaking depending on the effect that they may have on the game.

08-05-2011: Added my Morzardrey unique building design! Once I have posted a modified version of Raelaya's unique building design then unique buildings will be finished for all civs!

08-05-2011: Added my Alvacon unique building design! More to come later today!

07-05-2011: Added a slightly tweaked version of Tunive design! More to come tomorrow!

05-05-2011: Added my Essyliane unique building design! I will add in Tunive on Saturday!

26-04-2011: Added the magic design for basic colours as well as a brilliant image atlas done by TheChanger. Elementalism is still pending as I took time out to fix a core Civ5 tech tree rendering issue as shown in this thread: http://forums.civfanatics.com/showthread.php?t=420316. As you can see from this thread, the earlier issue I had discovered with tech tree branches (which was apparently a known bug) has been fixed. I attached a screenshot (from my tech tree) to show this. I included the code so that people can use the fix in their own mods! Hope you all enjoy the magic design!

25-04-2011: Added the Slavery social policy tree to complete the slavery mechanics that are vital to the workings of several nations. Tomorrow I will be posting the first bits of arcane magic design, including the base colours that myself and TheChanger have been working on, as well as Elementalism. Also, I will attach some screenshots of the magical symbols that TheChanger has (wonderfully) put together! Stay tuned tomorrow for more updates!

21-04-2011: Added divine magic design to Scarthia. This includes unique divine units, promotions and spells. In addition I have also included a few unique promotions for Scarthian units in general. Some of this may change a little after I've had some feedback from TheChanger. Also, there is a great deal of Arcane magic in the works, much of which has already been designed! Stay tuned for more updates very soon!

12-04-2011: Added my Gebashi Highlanders unique building design and reworked their traits! I will be incorporating Tunive soon!

12-04-2011: Added my Ak'dav unique building design! Also adjusted the Shafts building to have a worthwhile function and adjusted the Seelie Mountain Glades and Unseelie Hidden Watchers.

11-04-2011: Tweaked a couple of the Unseelie Court and Minlaya buildings. Also added the details of unique promotions granted by buildings for Godembai, Newetah and Unseelie Court. Other (experience obtainable) unique promotions will be added to all civs later. Also, my Ak'dav design is almost complete and will be posted tomorrow!

10-04-2011: Added my Unseelie unique building design! Hope you all like it!

07-04-2011: Added a self-modified version of TheChanger's design for Newetah and a highly butchered version of the Seelie Court design! Also added a prohibited building to Athesia.

06-04-2011: I've opened this new thread in order allow easy access to the various elements of design found in this mod and also because some of my previous design posts were reaching the character limit! You can see the new "Index" page in the next post


My website is still in it's early stages, but contains lore and information that might be of interest to you if you are considering getting involved in this mod; or simply watching it's progress and eventually enjoying its development and release :)

So here we are with a new version of civ and a new version of the NR design. I hope you all enjoy watching this mod develop and if you want to get involved then please feel free to drop me a message or leave a post here.

See the index for the different design elements of Naeralith Reborn in the next post!

Spoiler Current Team Members :

Alzara: Mod head :) Creator of the world of Naeralith. Lead designer/programmer/modder.

TheChanger: First officer :) Designer/artist/modeller.
 
Index


Civilisation Design:

Ak'dav: http://forums.civfanatics.com/showpost.php?p=10375934&postcount=3
Alvacon: http://forums.civfanatics.com/showpost.php?p=10375935&postcount=4
Athesia: http://forums.civfanatics.com/showpost.php?p=10375939&postcount=5
Essyliane: http://forums.civfanatics.com/showpost.php?p=10375941&postcount=6
Gebashi Highlanders: http://forums.civfanatics.com/showpost.php?p=10375945&postcount=7
Glaer: http://forums.civfanatics.com/showpost.php?p=10375948&postcount=8
Godembai: http://forums.civfanatics.com/showpost.php?p=10375950&postcount=9
Kambai: http://forums.civfanatics.com/showpost.php?p=10375952&postcount=10
Lewenkai: http://forums.civfanatics.com/showpost.php?p=10375957&postcount=11
Margoria: http://forums.civfanatics.com/showpost.php?p=10375960&postcount=12
Minlaya: http://forums.civfanatics.com/showpost.php?p=10375963&postcount=13
Morzardrey: http://forums.civfanatics.com/showpost.php?p=10375966&postcount=14
Newetah: http://forums.civfanatics.com/showpost.php?p=10375968&postcount=15
Ralaeya: http://forums.civfanatics.com/showpost.php?p=10375972&postcount=16
Rylonia: http://forums.civfanatics.com/showpost.php?p=10375975&postcount=17
Scarthia: http://forums.civfanatics.com/showpost.php?p=10375979&postcount=18
Seelie Court: http://forums.civfanatics.com/showpost.php?p=10375983&postcount=19
Tunive: http://forums.civfanatics.com/showpost.php?p=10375987&postcount=20
Unseelie Court: http://forums.civfanatics.com/showpost.php?p=10375989&postcount=21
Vjasjekii: http://forums.civfanatics.com/showpost.php?p=10375992&postcount=22
Xayith: http://forums.civfanatics.com/showpost.php?p=10376000&postcount=23


Building Design:

http://forums.civfanatics.com/showpost.php?p=10376005&postcount=24


Wonder Design:

http://forums.civfanatics.com/showpost.php?p=10376007&postcount=25


Unit Design:

http://forums.civfanatics.com/showpost.php?p=10376011&postcount=26


Tech Tree Design:

http://forums.civfanatics.com/showpost.php?p=10376013&postcount=27


Terrain, Resources and Improvements Design:

http://forums.civfanatics.com/showpost.php?p=10376017&postcount=28


Specialist Design:

http://forums.civfanatics.com/showpost.php?p=10376020&postcount=29


Social Policy Design:

http://forums.civfanatics.com/showpost.php?p=10376025&postcount=30


Magic Design:

http://forums.civfanatics.com/showpost.php?p=10376029&postcount=31
 
Ak'dav Civilisation



Spoiler Ak'dav :

The people of Ak'dav are the technological masters of Naeralith, descended from the south-west provinces of the now-dead Arkaasin Empire.
They are untrusting of others but are otherwise kind and generous.
Their lands are traditionally very industrial, riddled with mines, factories and other mechanical wonders.

Leader: Sultan Xarus
Alignment: Good

Traits

Industrial Prowess: +20% production when building Wonders. Strategic resources provide +1 production. Iron and Sulphur provide double quantities.
Isolationists: -33% foreign trade. +1 culture per city. +1 beaker per domestic trade route.

Unique Buildings

Monolith: Replaces Monument; Cultural Building; Cost 90; Maintenance 1; +3 culture; 1 engineer specialist
Fires of Jafaal: Replaces Forge; Requires Iron; Military Building; Cost 120; Maintenance 2; +20% production of land units; +1 production from worked Iron; 1 engineer specialist
Royal Tomb: Replaces Garden; Yield Building; Cost 120; Maintenance 2; +25% GPP; +1 culture from worked Marble and Obsidian; 1 bard specialist
Steam Plant: Replaces Water Mill; Requires Coastal City, Lake or River; Yield Building; Cost 120; Maintenance 1; +5 production; 2 engineer specialists
Shashana Mill: Replaces Brewery; Requires Shashana; Happiness Building; Cost 150; Maintenance 1; +3 happiness
Weapons Forge: Replaces Siege Workshop; Requires Barracks and Fires of Jafaal; Military Building; Cost 100; Maintenance 1; +20% production of seige units; +15XP to all siege units; 1 engineer specialist
Steamworks: Replaces Workshop; Requires Steam Plant; Yield Building; Cost 100; Maintenance 2; +30% production of buildings; 2 engineer specialists
Steam Towers: Replaces Siege Towers; Requires Guard Towers and Steam Plant; Defence Building; Cost 200; Maintenance 1; +7 defense; Adjacent enemies take 2 damage (cumulative with Guard Tower)
Blast Furnace: Replaces Ironworks; Requires Fires of Jafaal and Iron; Yield Building; Cost 150; Maintenance 2; +15% production; +1 production and gold from worked iron; 1 engineer specialist
Engineering Core: Replaces Inventor's Workshop; Requires Steamworks; Cultural Building; Cost 220; Maintenance 3; +25% culture; -25% upgrade cost for nearby units; +1 production from engineer specialists; 2 engineer specialists
Clock Tower: Replaces Windmill; Requires Steam Plant; Yield Building; Cost 100; Maintenance 2; +3 culture; +15% production; 1 engineer specialist
Mining Complex: Replaces Shafts; Requires Next To A Mountain; Yield Building; Cost 300; Maintenance 2; Mountains can be worked and provide +5 production and +1 pigments; 1 engineer specialist
Factory: Replaces Foundery; Requires Blast Furnace, Steamworks and Iron; Yield Building; Cost 230; Maintenance 3; +20% production; 1 engineer specialist
School of Architects: Replaces Art College; Requires Monolith; Cultural Building; Cost 350; Maintenance 3; +2 culture from engineer specialists; 2 engineer specialists
Clockwork City: Replaces Industrial Complex; Requires Factory, Mining Complex, Clock Tower and Next To A Mountain; Consumes 1 Iron; Yield Building; Cost 500; Maintenance 3; +50% production; 2 engineer specialists
 
Alvacon Civilisation



Spoiler Alvacon :

Alvacon is Naeralith's greatest magical nation, spawned from a split from the original cruel magocracy of Morzardrey.
They are high spirited, with floating constructions and wondrous airships.
Sorcery is very common in Alvacon and as a society they have also developed more efficient techniques for the manipulation of pigments.

Leader: TBA
Alignment: Neutral

Traits

Free Magocracy: Noble specialist slots replaced by sorcerer specialist slots; Sorcerer Specialists produce +2 pigments
Magical Supremacy: Starmetal provides double quantity. +1 pigments on tiles that already produce 3.
Masters of the Sky: All units gain +1 sight. Naval units are of the Airship class rather than the Naval class.

Unique Buildings

Sorcerer's Council: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +3 science; 1 sorcerer specialist
Star Forge: Replaces Forge; Requires Iron or Starmetal; Military Building; Cost 120; Maintenance 2; +20% production of land and airship units; +1 production from starmetal; 1 sorcerer specialist
Coloured Shrine: Replaces Temple; Requires Monument and Starmetal; Cultural Building; Cost 120; Maintenance 2; +3 culture; +2 pigments; 1 priest specialist; 1 sorcerer specialist
Sorcerer Dueling Arena: Replaces Arcanum Schola; Requires Barracks, Library and Starmetal; Military Building; Cost 100; Maintenance 1; +30XP to all Arcane and Hierophant Units; 1 sorcerer specialist
Jynari Temple: Replaces Monastery; Requires Coloured Shrine and Starmetal; Cultural Building; Cost 120; Maintenance 2; +2 culture; +2 culture and pigments from each nearby Incense and Starmetal; 1 priest specialist; 1 sorcerer specialist
Airfield: Replaces Harbour; Yield Building; Cost 80; Maintenance 3; +1 gold for each worked resource; +20XP to all airship units; Forms Air trade route with capital
School of Sorcery: Replaces Sorcerer's Convent; Requires Library; Research Building; Cost 120; Maintenance 2; +3 pigments; Sorcerer specialists in city provide +1 pigments; 2 sorcerer specialists
Aircraft Hangars: Replaces Shipwright; Requires Airfield and Starmetal; Military Building; Cost 150; Maintenance 2; +30% production of airship units; +30XP to all airship units; 1 sorcerer specialist
Crystal Blowers: Replaces Ironworks; Requires Star Forge and either Iron or Starmetal; Military Building; Cost 150; Maintenance 2; +1 gold from iron and starmetal; +20% production of land and airship units; 1 sorcerer specialist
Prismatic Skyscrapers: Replaces Cathedral; Requires Jynari Temple and Starmetal; Cultural Building; Cost 150; Maintenance 3; +5 Culture; +5 Culture for each worked Starmetal; Priest specialists in city provide +2 pigments; 1 priest specialist; 1 sorcerer specialist
Starmetal Shapers: Replaces Alchemist's Lab; Requires School of Sorcery; Research Building; Cost 350; Maintenance 3; +3 pigments from Starmetal; +2 Pigment from Sulphur, Gold, Copper, Lilmwae Crystal and Obsidian; Provides 1 starmetal; 1 sorcerer specialist; 1 sage specialist
Council of Archmagi: Replaces Arcane Academy; Requires Sorcerer's Council, School of Sorcery and Starmetal; Research Building; Cost 350; Maintenance 3; +50% pigments; +1 pigments from all resources; 2 sorcerer specialists
Enchantment Specialists: Replaces Enchanter's Emporium; Requires Council of Archmages and Starmetal; Happiness Building; Cost 100; Maintenance 3; +3 happiness; 2 sorcerer specialists
Mana Generators: Replaces Foundery; Requires Crystal Blowers and Starmetal; Military Building; Cost 230; Maintenance 3; +20% production; 1 sorcerer specialist
Airport: Replaces Seaport; Requires Airfield and Starmetal; Yield Building; Cost 140; Maintenance 2; +1 production for each worked resource; +30% production of airship units; 1 sorcerer specialist
 
Athesia Civlisation



Spoiler Athesia :

Athesia is a nation of non-sapid creatures known as Athesians. They are small, primarily carnivorous creatures that resemble miniature adult sapids.
They are fiercely territorial and generally hostile towards sapids, attacking most who dare to trespass in their jungle realm.
In addition, they are matriarchal, with females holding the most prominent leadership and hunting roles in society.

Leader: Queen Natika
Alignment: Neutral

Traits

Cannibalism: Units recover some health after killing enemy units. Food is gained for each unit you kill and provided to the nearest city. Slave specialists provide +1 food and -1 production.
Pygme Warriors: Living land units gain -10% strength, +20% withdrawal chance and +20% strength in jungle.
Jungle Stalkers: Forest and jungle are treated as roads within your cultural boarders. -50% foreign trade. Units are invisible in jungle.

Unique Buildings

Slave Farms: Replaces Granery; Yield Building; Cost 120; Maintenance 1; +2 food; Slave specialists in city provide +1 food; Randomly spawns slave units while civilisation is at war; 1 slave specialist
Feast Hall: Replaces Smokehouse; Requires Brazain, Mulgorf, Shibbil or Wezsqui; Yield Building; Cost 120; Maintenance 1; +2 food; +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui; Can sacrifice slave units to produce food and temporary happiness (TBA)
Council of Matriarchs: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +1 science from jungle tiles
Canopy Watchers: Replaces Watch Towers; Defence Building; Cost 60; Maintenance 0; +5 Defence; Forests and Jungle in the city borders reveal invisible enemy units and increase friendly units line of sight by 1 when fortified within.
Huntress Camp: Replaces Hunting Lodge; Requires Barracks; Military Building; Cost 100; Maintenance 1; +1 food for each worked Avuulin and Primordial Eggs; +1 Gold for each worked Kratan; +15XP to all Recon units; 1 slave specialist
Stonecarver: Replaces Forge; Requires Obsidian; Military Building; Cost 120; Maintenance 1; +20% Production of land units
Offering Mound: Replaces Temple; Requires Monument; Cultural Building; Cost 120; Maintenance 2; +3 culture; 1 priest specialist; 1 slave specialist
Slave Pens: Replaces Grocers; Requires Slave Farms; Yield Building; Cost 120; Maintenance 1; +4 food; Increases slave unit spawn rate when at war; 2 slave specialists
Jungle Walkways: Replaces Garden; Requires Jungle; Yield Building; Cost 120; Maintenance 2; +5 defense; +1 culture from worked jungle
Breeding Pit: Replaces Brewery; Requires Slave Farms; Happiness Building; Cost 150; Maintenance 2; +2 happiness; +2 food; 2 slave specialists
Sacrificial Pyramid: Replaces Monestary; Requires Offering Mound; Cultural Building; Cost 120; Maintenance 2; +2 culture; +2 culture from each nearby Incense and Rizii; 1 priest specialist; 1 slave specialist; Can sacrifice slave units in city to produce culture (TBA)
Obsidianworks: Replaces Ironworks; Requires Stonecarver and Obsidian; Military Building; Cost 150; Maintenance 2; +1 gold from Obsidian; +15% production of land units; 1 engineer specialist
Great Jungle Temple: Replaces Cathedral; Requires Sacrificial Pyramid; Cultural Building; Cost 150; Maintenance 3; +5 Culture; +3 Culture for each worked Marble and Obsidian; 2 priest specialists; +1 culture and +1 pigments from jungle tiles
Metamorphic Cavern: Replaces Foundary; Requires Obsidianworks and Obsidian; Military Building; Cost 230; Maintenance 4; +20% production of land units; Provides 3 obsidian

Prohibited Buildings

Industrial Complex
 
Essyliane Civilisation



Spoiler Essyliane :

Essyliane is the beating heart of the holy Diansi religion. It's citizens are pious, religious and chivalrous.
They despise evil in all its forms, particularly daemons and the undead whom they wish to purge from Naeralith for all eternity.

Leader: TBA
Alignment: Good

Traits

Holy Crusaders: Golden Ages last 50% longer and units gain +1 movement and +10% combat strength for the duration.
Diansi Path of Light: All units gain +50% strength vs undead and daemons. Undead and daemons within civ borders have movement reduced to 1. Priest specialists provide +1 GPP.

Unique Buildings

Crusader Outpost: Replaces Barracks; Military Building; Cost 80; Maintenance 1; +15XP to all land units; Melee and Heavy Cavalry units built in the city receive the "Crusader" promotion
Priory: Replaces Monument; Cultural Building; Cost 40; Maintenance 1; +2 culture; 1 priest specialist
Handmaidens: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 food from each worked Alendus; Heals units adjacent to the city +1 HP per turn; +10XP to all Divine and Hierophant Units
Military Order: Replaces Training Yard; Requires Crusader Outpost; Military Building; Cost 100; Maintenance 1; +15XP to all Melee units; Priest specialists in city provide +1 defense
School of Squires: Replaces Hippodrome; Requires Crusader Outpost and either Ni'vae or Striders; Military Building; Cost 100; Maintenance 1; +15XP to all Heavy Cavalry and Light Cavalry units; Heavy Cavalry units built in the city receive the "Knight of the Realm" promotion
Temple of Purity: Replaces Temple; Requires Priory; Cultural Building; Cost 120; Maintenance 2; +3 culture; 1 priest specialist; Adjacent undead and daemon units take 1 damage
Templar Halls: Replaces Parochial School; Requires Crusader Outpost and Temple of Purity; Military Building; Cost 100; Maintenance 1; +20XP to all Divine and Hierophant Units; +10XP to all Melee and Heavy Cavalry Units; Divine and Hierophant units built in the city receive the "Templar" promotion
Crusader Garrison: Replaces Arena; Requires Crusader Outpost; Military Building; Cost 150; Maintenance 1; +4 defense; +15XP to all land units
House of Chastity: Replaces Monestary; Requires Temple of Purity; Cultural Building; Cost 120; Maintenance 2; +2 culture; Priest specialists in city provide +1 culture; 1 priest specialist; Divine and Hierophant units built in the city have a chance of receiving the "Divine Virgin" promotion
Street Celebrations: Replaces Theatre; Requires Street Entertainers; Military Building; Cost 300; Maintenance 5; +3 happiness; +1 happiness for each worked Dye, Fine Feathers, Maussberries and Silk; 1 bard specialist
Cathedral of Light: Replaces Cathedral; Requires House of Chastity; Military Building; Cost 150; Maintenance 3; +5 culture; +3 culture for each worked Marble and Obsidian; Priest specialists provide +1 GPP
Steward's Palace: Replaces Castle; Requires High Walls; Defense Building; Cost 400; Maintenance 4; +2 happiness; +13 defense; 1 noble specialist
Sisters of Diansi: Replaces Healers; Requires Handmaidens; Yield Building; Cost 500; Maintenance 1; +2 happiness; +1 Happiness from worked Alendus; -50% food needed for city growth; 2 priest specialists
Blessed Grounds: Replaces Fortress; Requires Cathedral of Light and Steward's Palace; Defense Building; Cost 450; Maintenance 5; +20 defense; 2 priest specialists; Undead and daemon units within city radius take 1 damage
Holy Processions: Replaces Stadium; Requires Street Celebrations and Crusader Garrison; Happiness Building; Cost 400; Maintenance 5; +4 happiness; 2 priest specialists

Prohibited Buildings

Brothel
Drug Den

Unique Promotions

Crusader: Cannot be acquired through experience; +10% attack; Unit has a 50% chance to ignore successful enemy conversion attempts
Knight of the Realm: Cannot be acquired through experience; +10% strength when fighting within your cultural borders; +10% strength bonus to adjacent units; Unit will not abandon your civilisation due to unhappiness
Templar: Cannot be acquired through experience; +25% strength verses undead and daemons; Unit is immune to fear
Divine Virgin: Cannot be acquired through experience; +25% defence; Unit cannot be converted, will not abandon civilisation and cannot be made barbarian; Promotion is lost if unit "loses" in combat to a barbarian unit, or a unit under the control of an evil or neutral civilisation
 
Gebashi Highlanders Civilisation



Spoiler Gebashi Highlanders :

The Gebashi Highlanders are a clan-based society, who diligently protect the mountain-ranges of their homeland from would-be-invaders.
They work with a unified spirit of cooperation and even the most ruthless of barbarians show them respect and admiration.

Leader: TBA
Alignment: Good

Traits

Uniting the Clans: Civilisation begins at peace with the barbarian faction; Barbarians encampments may spawn within civilisation's borders; Barbarian encampments may be worked and provide +2 food and +1 production
Guerilla Warfare: Units receive +15% strength in rough terrain (hills, forests, jungle, sand dunes etc) and ignore movement penalties from hills.
Chosen of the Noldai: Priest specialist slots replaced by sorcerer specialist slots; Sorcerer Specialists produce +2 culture

Unique Buildings

Skenthis Witches: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 food and pigments from each worked Alendus; Heals units adjacent to the city +1 HP per turn; 1 sorcerer specialist
Molloch Court: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 science; 2 noble specialists
Grewir Trials: Replaces Training Yard; Requires Barracks; Military Building; Cost 100; Maintenance 1; +2 culture; +15XP to all Melee units
Grewir Outpost: Replaces Hunting Lodge; Requires Barracks; Military Building; Cost 100; Maintenance 1; +1 food for each worked Avuulin; +1 gold for each worked Kratan; +20XP to all Recon units; Recon units built in the city receive the "Wilderness Raider" promotion
Noldai Temple: Replaces Temple; Requires Skenthis Witches; Cultural Building; Cost 120; Maintenance 2; +2 culture; +2 pigments; 1 sorcerer specialist
Borkr Navigators: Replaces Lighthouse; Requires Coastal City; Yield Building; Cost 80; Maintenance 1; +1 food from water tiles; Friendly naval units within city radius may traverse reefs, storms, fogs, calms and rips with no penalty
Witches Coven: Replaces Arcanum Schola; Requires Skenthis Witches and any Plant Resource; Military Building; Cost 100; Maintenance 1; +3XP to all Arcane and Hierophant Units per plant resource; +1 pigments from all plant resources; 1 sorcerer specialist
Spiritual Refuge: Replaces Monestary; Requires Noldai Temple; Cultural Building; Cost 120; Maintenance 2; +2 culture; Sorcerer specialists in city provide +1 culture; 1 sorcerer specialist
Skenthis Sisterhood: Replaces Sorcerer's Convent; Requires Witches Coven; Research Building; Cost 120; Maintenance 2; +2 pigments; Sorcerer specialists in city provide +1 pigments; 2 sorcerer specialists
Borkr Lodge: Replaces Inn; Requires City Square; Economic Building; Cost 120; Maintenance 0; +100% gold from trade routes through this city; +1 culture from each foreign trade route; 1 bard specialist
Mountain Sanctuary: Replaces Cathedral; Requires Spiritual Refuge and Next To A Mountain; Cultural Building; Cost 150; Maintenance 3; +5 culture; +2 culture from mountains; 2 sorcerer specialists
Subterranean Housing: Replaces Windmill; Requires hills; Yield Building; Cost 100; Maintenance 2; +1 food and production from hills; 1 engineer specialist
Mountain Fortresses: Replaces Shafts; Requires Next To A Mountain; Yield Building; Cost 300; Maintenance 2; Mountains can be worked and provide +2 production, +2 defense and +1 pigments
Skenthis Inner Circle: Replaces Arcane Academy; Requires Skenthis Sisterhood and any Plant Resource; Research Building; Cost 350; Maintenance 3; +25% pigments; +1 pigments from all resources and an additional +1 pigments from all plant resources; 2 sorcerer specialists
Molloch Stronghold: Replaces Castle; Requires High Walls and Molloch Court; Defence Building; Cost 400; Maintenance 4; +13 defense; Each turn, barbarian units within city radius have a chance of converting to your civilisation; 2 noble specialists

Unique Promotions

Wilderness Raider: Cannot be acquired through experience; Once per turn, unit may switch either to or from hidden nationality
 
Glaer Civilisation



Spoiler Glaer :

Spawned from age-old matings between sapids and fae, the Glaer are now a species of their own; neither sapid nor fae.
Like their fae cousins they are at one with the forest, though their natural affinity for magic comes from their unique combination of bloodlines.
They are a carefree, festive people, unafraid to express their feelings and indulge in the pleasures of life.

Leader: TBA
Alignment: Good

Traits

The Green Path: Forests within civ borders provide +1 happiness. Units become fully fortified when fortified in forests.
Realm of Festivities: Golden ages require 20% less happiness to trigger. Excess happiness is converted into 120% culture rather than 100% culture.

Unique Buildings

Zen Tree: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +2 culture; +1 happiness
Colourdancers: Replaces Street Entertainers; Happiness Building; Cost 100; Maintenance 1; +2 happiness; 1 bard specialist; 1 sorcerer specialist
Shrine to Nature: Replaces Temple; Requires Zen Tree and Forest; Cultural Building; Cost 120; Maintenance 2; +1 culture from forests; 1 priest specialist
Spectral Carnival: Replaces Carnival; Requires Colourdancers; Cultural Building; Cost 140; Maintenance 3; +3 happiness; +3 culture; 1 sorcerer specialist
Vibrant Garden: Replaces Garden; Requires Forest; Yield Building; Cost 120; Maintenance 2; +25% GPP; +1 pigments and culture from worked Alendus and Freyalillies; 1 bard specialist; 1 sorcerer specialist
Circle of Festivities: Replaces Circus; Requires Spectral Carnival; Happiness Building; Cost 130; Maintenance 2; +3 happiness; +1 happiness from worked starmetal
Colour Enclave: Replaces Arcanum Schola; Requires Barracks, Library and Starmetal; Military Building; Cost 100; Maintenance 1; +2 pigments; +1 happiness; +15XP to all Arcane and Hierophant Units
Prismatic Abbey: Replaces Sorcerer's Convent; Requires Library; Research Building; Cost 120; Maintenance 2; +3 Pigments; +10XP to all Arcane, Divine and Hierophant Units; 2 sorcerer specialists
Glaer Orchards: Replaces Monestary; Requires Shrine to Nature; Cultural Building; Cost 120; Maintenance 2; +2 culture; Spreads forest within the city radius (TBA); 1 priest specialist
Singing Arbours: Replaces Theatre; Requires Colourdancers; Happiness Building; Cost 300; Maintenance 5; +3 Happiness; +1 happiness for each worked Dye and Fine Feathers; +1 pigment from worked Forests
Well of Life: Replaces Cathedral; Requires Glaer Orchards; Cultural Building; Cost 150; Maintenance 3; +5 culture; +1 culture and pigments for each worked plant resource; 2 priest specialists
Conservatory: Replaces Arcane Academy; Requires Prismatic Abbey and Starmetal; Research Building; Cost 350; Maintenance 3; +33% pigments; +1 pigment from all resources; Sorcerer specialists in city provide +1 culture; 2 sorcerer specialists
Imbumentorium: Replaces Enchanter's Emporium; Requires Conservatory and Starmetal; Happiness Building; Cost 180; Maintenance 4; +3 happiness; Units built in the city gain experience based on the ammount of Pigments produced by the city (TBA); 1 sorcerer specialist
Halls of Ivy: Replaces Creative Institute; Requires Art College; Cultural Building; Cost 600; Maintenance 3; +100% culture; Excess pigments produced by the city in turn produce 25% of their value in culture; 2 bard specialists
 
Godembai Civilisation



Spoiler Godembai :

Godembai is a spiritual, tribal nation of natural nomads, who thrive in even the harshest of environments.
Their people are known for their great endurance and excellent hunting techniques.
In addition, many other nations on Naeralith, most notably Lewenkai, Newetah and Scarthia, were founded from the exodus of Godembai tribes many years ago.

Leader: TBA
Alignment: Good

Traits

Tribal Nation: Can build settlers in cities of size 1. Unhappiness from number of cities halved. Unhappiness from number of citizens doubled.
Live Off the Land: Cannot build roads but cities connect trade routes automatically when culture is connected. +1 food from tiles that do not normally produce food.
Know Your Surroundings: Units within your borders ignore rough terrain movement penalties.

Unique Buildings

Tribal Totem: Replaces Monument; Cultural Building; Cost 70; Maintenance 1; +2 Culture; Units produced in this city start with a Random 'Totem Guardian' promotion based on the resources near the city
Medicine Man: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 Food with Alendus and Mutibi Flies; Heals units adjacent to the city +2 HP per turn
Wilderness Runners: Replaces Granery; Yield Building; Cost 120; Maintenance 1; +2 food; +1 food from all bonus resources
Living Larder: Replaces Smokehouse: Yield Building; Cost 120; Maintenance 1; Does NOT require Brazain, Mulgorf, Shibbil, Wezsqui in city radius; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui.
Tribal Council: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 science; +2 culture; 1 sage specialist
Trading Spot: Replaces City Square; Economic Building; Cost 80; Maintenance 0; +4 gold; 1 merchant specialist; +1 gold per trade route
Hunter's School: Replaces Hunting Lodge; Requires Barracks; Military Building; Cost 100; Maintenance 1; +1 food for each worked Avuulin; +1 food and +1 gold for each worked Kratan; +20XP to all recon units
Shrine to the Animal Spirits: Replaces Temple; Requires Tribal Totem; Cultural Building; Cost 120; Maintenance 2; +2 culture; +1 culture for each worked animal resource; 1 priest specialist
Place of Spiritfinding: Replaces Parochial School; Requires Barracks and Shrine to the Animal Spirits; Military Building; Cost 100; Maintenance 1; +1 Happiness for each worked animal resource; +15XP to all Divine and Hierophant Units
Shrine to the Plant Spirits: Replaces Monestary; Requires Shrine to the Animal Spirits; Cost 120; Maintenance 2; +2 culture; +1 culture for each worked plant resource; 1 priest specialist
Fishing Traps: Replaces Levee; Yield Building; Cost 120; Maintenance 2; +1 production; +1 food from river tiles
Judgement Place: Replaces Dungeon; Requires Guard Towers; Economic Building; Cost 150; Maintenance 0; -15% maintenance costs; Units near city will not abandon you from low happiness
Place of the Earth Mother: Replaces Cathedral; Requires Shrine to the Plant Spirits; Cultural Building; Cost 150; Maintenance 3; +2 culture; +3 culture for each worked mineral resource; +1 culture for each other worked resource; 2 priest specialists
Witch Doctor's Hut: Replaces Healers; Requires Medicine Man; Cost 500; Maintenance 2; +1 Happiness from worked Alendus, Malumi, Kenji, Rizii and Mutibi Flies; -50% food needed for city growth; 1 priest specialist

Unique Promotions

Brazain Totem: Cannot be acquired through experience; Requires Brazain resource nearby; +10% combat strength in Desert and Tundra
Mulgorf Totem: Cannot be acquired through experience; Requires Mulgorf resource nearby; +20% strength in Deserts
Shibbil Totem: Cannot be acquired through experience; Requires Shibbil resource nearby; 20% chance to flee melee attacks
Wezsqui Totem: Cannot be acquired through experience; Requires Wezsqui resource nearby; +10% combat strength when in cultural borders
Avuulin Totem: Cannot be acquired through experience; Reqires Avuulin resource nearby; Ignores terrain movement costs
Ni'vae Totem: Cannot be acquired through experience; Requires Ni'vae resource nearby; +1 movement
Strider Totem: Cannot be acquired through experience; Requires Strider resource nearby; +10% Combat in marsh, Desert and Floodplains
Tuvaur Totem: Cannot be acquired through experience; Requires Tuvaur resource nearby; -20% city bombard damage taken
Wyawk Totem: Cannot be acquired through experience; Requires Wyawk Young resource nearby; +1 Line of Sight
Kratan Totem: Cannot be acquired through experience; Requires Kratan resource nearby; +10% melee combat strength to itself and adjacent units
Maglador Totem: Cannot be acquired through experience; Requires Magladors resource nearby; May Embark; +1 embarkation movement
Mutibi Totem: Cannot be acquired through experience; Requires Mutibi Flies resource nearby; +10% combat strength for every other adjacent unit with the Mutibi Totem promotion
Wifyli Totem: Cannot be acquired through experience; Requires Wifyli resource nearby; +1 Hit point regenerated each turn
 
Kambai Civilisation



Spoiler Kambai :

Kambai is an opportunist nation of merchants, whose influence spreads far and wide across the seas of Naeralith.
Their society is highly competitive and structured into powerful guilds who continually fight for power over one another.
In addition Kambai is the home of The Red Hand; Naeralith's largest organisation of slavers, who provide slaves to many other nations on Naeralith; particularly Scarthia.

Leader: Guildmaster Selinydis
Alignment: Neutral

Traits

The Red Hand: Chance of producing slave units from combat. Slave specialists produce +2 gold. -25% war weariness.
Merchant Lords: +1 commerce per trade route. Every improved gems, silver and gold resource provide an extra source of the luxury.

Unique Buildings

Crimson Outpost: Replaces Barracks; Military Building; Cost 80; Maintenance 1; +5 defense; +15XP to all land units
Kambai Bazaar: Replaces City Square; Economic Building; Cost 80; Maintenance 0; +4 gold; +1 gold from each worked luxury resource; 1 slave specialist; Can sell slave units for gold (TBA)
Desert Trappers: Replaces Hunting Lodge; Military Building; Cost 100; Maintenance 1; +1 food on each desert tile that already produces food; +1 food for each worked Avuulin; +1 gold for each worked Kratan; +15XP to all Recon units
Sweetners Guild: Replaces Grocers; Requires either Sugarcups, Japula, Kalkus Fruit, Malumi or Tropical Fruits; Yield Building; Cost 120; Maintenance 1; +1 happiness; +2 food, +1 food for each worked Sugarcups, Japula, Kalkus Fruit, Malumi, Tropical Fruits; 1 merchant specialist
Fabrics Guild: Replaces Tailor; Requires Kambai Bazaar and either Silk, Fine Feathers, Dyes, Kacilla, Kratan or Gems; Economic Building; Cost 130; Maintenance 0; +2 gold; +2 gold and culture from worked Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems; 1 merchant specialist
Slave Market: Replaces Market; Requires Kambai Bazaar; Economic Building; Cost 150; Maintenance 0; +25% gold; +1 gold from worked Spices, Sugarcups, Rizii, Mutibi Flies, Mayasa, Lavulo; 2 merchant specialists; 2 slave specialists
Red Hand Arena: Replaces Arena; Requires Crimson Outpost; Military Building; Cost 150; Maintenance 2; +1 happiness; +15XP to all land units; Slave specialists in city provide +1 gold; 1 slave specialist
Guildhall: Replaces Inn; Requires Kambai Bazaar; Economic Building; Cost 120; Maintenance 0; +150% gold from trade routes through this city; +2 Gold; 1 merchant specialist; 1 slave specialist
Goldsmiths: Replaces Mint; Requires gold or silver; Economic Building; Cost 120; Maintenance 0; +4 Gold from each worked source of gold and silver; 1 merchant specialist
Masquerade Plaza: Replaces Theatre; Requires Street Entertainers; Happiness Building; Cost 300; Maintenance 5; +3 Happiness, +1 happiness for each worked Dye and Fine Feathers; 2 merchant specialists
Masked Hall: Replaces Brothel; Happiness Building; Cost 250; Maintenance 2; +3 Happiness, +1 happiness for each worked Kenji and Silk; -10% production; 1 merchant specialist
Crimson Headquarters: Replaces Military Base; Requires Armoury and Red Hand Arena; Military Building; Cost 350; Maintenance 2; +10 defense; +15XP to all land units
Guild Villa: Replaces Tavern; Requires Guildhall; Economic Building; Cost 220; Maintenance 0; +2 gold from specialists; 1 merchant specialist; 1 slave specialist
Commercial Port: Replaces Seaport; Requires Harbour, Kambai Bazaar, Coastal City and a nearby sea bonus resource; Yield Building; Cost 140; Maintenance 2; +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; +25% production of Naval Units; Selling slave units provides more gold (TBA); 2 merchant specialists
International Slave Auctions: Replaces Trade District; Requires Bank; Economic Building; Cost 650; Maintenance 0; +33% gold; +100% gold from foreign trade; Slave specialists in city provide +1 gold; 2 slave specialists
 
Lewenkai Civilisation



Spoiler Lewenkai :

Birthplace of the Kiraa religion, Lewenkai is an aristocratic nation, ruled by crazed, inbred sorcerers who have reached the epitome of mind-magic and sorcerous control.
The aristocrats of Lewenkai society are decadent, deviant and notoriously cruel to their subjects.
Furthermore, Lewenkai are the world's biggest exporters of fraeyalillies; a generally rare economic drug that provides pleasure and medicinal benefits to most of the known world.

Leader: Baronesses Astelle and Jessile Allius
Alignment: Evil

Traits

Fraeyalilly Monopoly: Fraeyalillies provide double quantities. +2 culture per source of Fraeyalillies.
Mentalism Mastery: No unhappiness from annexing captured cities. Global happiness can never be reduced below a certain point. -15% city maintenance.
Mad Nobility: Noble specialist slots replaced by sorcerer specialist slots; Sorcerer Specialists produce +1 gold and +1 culture

Unique Buildings

Regal Statue: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +3 culture
Fraeyalilly Dealer: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 happiness from each worked Fraeyalillies; 1 merchant specialist; Heals units adjacent to the city +1 HP per turn
Ballerinas: Replaces Street Entertainers; Happiness Building; Cost 100; Maintenance 1; +2 Happiness; +2 Culture; 1 bard specialist
Archery Competitions: Replaces Archery Range; Requires Barracks; Military Building; Cost 100; Maintenance 1; +2 culture; +20XP to all Archer units
Kiraa Shrine: Replaces Temple; Requires Regal Statue; Cultural Building; Cost 120; Maintenance 2; +4 culture; +10% GPP; 1 priest specialist
Lewenkai Festival: Replaces Carnival; Requires Ballerinas; Cultural Building; Cost 140; Maintenance 3; +4 culture; +2 happiness; 1 bard specialist
Fraeyalilly Plantation: Replaces Garden; Yield Building; Cost 120; Maintenance 2; +1 science and culture from worked Fraeyalillies; Provides 3 Fraeyalillies
Manor: Replaces Arcanum Schola; Requires Barracks, Library, Starmetal; Military Building; Cost 100; Maintenance 1; +2 culture; 1 sorcerer specialist; +15XP to all Arcane and Hierophant Units
Public Baths: Replaces Bath House; Requires River/Lake; Cultural Building; Cost 150; Maintenance 2; +4 Culture; +1 happiness; +10% GPP; 1 bard specialist
Lewenkai Court: Replaces Sorcerers Convent; Requires Library; Research Building; Cost 120; Maintenance 2; +3 pigments; -10% maintenance; 2 sorcerer specialists
Ballet School: Replaces Theatre; Requires Ballerinas; Happiness Building; Cost 300; Maintenance 5; +4 culture; +3 happiness; +1 happiness for each worked Dye and Fine Feathers; 2 bard specialists
Great Kiraa Temple: Replaces Cathedral; Requires Monestary; Cultural Building; Cost 150; Maintenance 3; +6 culture; +3 Culture for each worked Marble, Obsidian and Fraeyalillies; +20% GPP; 2 priest specialists
Noble Household: Replaces Castle; Requires High Walls; Defense Building; Cost 400; Maintenance 4; +13 Defense; +3 culture; 2 sorcerer specialists
Fraeyalilly Cafe: Replaces Drug Den; Requires Inn and either Fraeyalillies, Kenji, Rizii or Shashana; Economic Building; Cost 300; Maintenance 0; +3 gold; +2 happiness from worked Fraeyalillies; +4 gold from worked Fraeyalillies; +1 Happiness from worked Kenji, Rizii and Shashana; +2 gold from worked Kenji, Rizii and Shashana
 
Margoria Civilisation



Spoiler Margoria :

Margoria is a nation of powerful undead sorcerers, who have dedicated their unlives to the service of the Lost Ones; Daemon Lords cast into the Abyss during a great, infernal civil war.
Much of the nation is mindless; hordes of undead driven to a single purpose; to eliminate colour from Naeralith and twist it into a world of death and stagnation.

Leader: TBA
Alignment: Evil

Traits

Dark Mysteries: All terrain is converted to the colourless equivilent within civ's borders. +2 pigments from colourless land.
Abyssal Contract: Enemy Units killed by your units in your borders have a chance of being raised as undead under civ's control.
Fallow: Cities do not grow with food. City population can be increased by sacrificing any unit in the city to add 1 population up to a maximum of 3. This limit can be increased with certain UBs. The civ is not affected by happiness. Captured cities are reduced to a population of 1 and produce undead units based on their original size (TBA). Enemies can only raze your cities.

Unique Buildings

Void Needle: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +2 culture; Maximum population of city increased by 1
Poisoner: Replaces Herbalist; Defense Building; Cost 80; Maintenance 1; Adjacent living enemies take 1 damage
Graveyard: Replaces Granery; Yield Building; Cost 120; Maintenance 1; Maximum population of city increased by 2
Slaughterhouse: Replaces Smokehouse; Requires any animal resource; Yield Building; Cost 120; Maintenance 1; +1 production from all animal resources
Watery Graves: Replaces Fishing Village; Requires Coastal City; Yield Building; Cost 120; Maintenance 1; Adjacent enemies take 1 damage when on water tiles; Maximum population of city increased by 1
Necromancer's Crypt: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +3 pigments; 1 sorcerer specialist
Banshees: Replaces Street Entertainers; Defense Building; Cost 100; Maintenance 0; +3 defense; 1 bard specialist
Corpse Collectors: Replaces Hunting Lodge; Requires Barracks; Military Building; Cost 100; Maintenance 1; +15XP to all Recon units; Maximum population of city increased by 1
Hall of the Lost Ones: Replaces Temple; Requires Void Needle; Cultural Building; Cost 120; Maintenance 2; +3 culture; 1 priest specialist; Maximum population of city increased by 1
Deathly Carousal: Replaces Carnival; Requires Banshees; Cultural Building; Cost 140; Maintenance 3; +1 culture per 2 population in city
Body Stitchers: Replaces Grocers; Yield Building; Cost 120; Maintenance 1; Randomly spawns Zombie units (TBA); Maximum population of city increased by 1
Sea Polluters: Replaces Lighthouse; Requires Coastal City; Yield Building; Cost 80; Maintenance 1; +2 production from coastal tiles
Colourless Garden: Replaces Garden; Requires any plant resource; Yield Building; Cost 120; Maintenance 2; +1 science and culture from all worked plant resources; 1 bard specialist
Carrion Traders: Replaces Market; Requires City Square; Economic Building; Cost 150; Maintenance 0; +25% gold; 2 merchant specialists; Maximum population of city increased by 1
Mass Graves: Replaces Brewery; Requires Graveyard; Yield Building; Cost 150; Maintenance 2; Maximum population of city increased by 2
Lifeless Circus: Replaces Circus; Requires Deathly Carousal; Cultural Building; Cost 130; Maintenance 2; +2 culture; Attackers receive -1% combat strength per 2 population in the city
Corpse Piles: Replaces Courthouse; Yield Building; Cost 100; Maintenance 0; Immediately increases the population within the city by 2 up to the city maximum
Dark Art Savants: Replaces Arcanum Schola; Requires Barracks, Library and Necromancer's Crypt; Military Building; Cost 100; Maintenance 1; +15XP to all Arcane and Hierophant Units; Maximum population of city increased by 1
Bone Pit: Replaces Arena; Requires Barracks; Military Building; Cost 150; Maintenance 2; +15XP to all land units; Maximum population of city increased by 1
Necrotic Waters: Replaces Bath House; Requires River, Lake or Marsh; Cultural Building; Cost 150; Maintenance 2; +2 Culture; +10% GPP; 1 bard specialist; Maximum population of city increased by 1
Temple of the Void: Replaces Monestary; Requires Hall of the Lost Ones; Cultural Building; Cost 120; Maintenance 2; +2 Culture; Adjacent living enemies take 1 damage; 1 priest specialist; Maximum population of city increased by 1
Plague Port: Replaces Harbour; Requires Sea Polluters and Coastal City; Yield Building; Cost 80; Maintenance 3; +15XP to all Naval Units; Forms Naval trade route with capital; Randomly spawns Plague Ships (TBA)
Circle of Necromancy: Replaces Sorcerer's Convent; Requires Library and Necromancer's Crypt; Research Building; Cost 120; Maintenance 2; +3 pigments; 2 sorcerer specialists; Maximum population of city increased by 2
Wailing Halls: Replaces Theatre; Requires Banshees; Cultural Building; Cost 300; Maintenance 5; +5 defense; +25% culture
Assylum: Replaces Brothel; Yield Building; Cost 250; Maintenance 2; Maximum population of city increased by 1; Randomly spawns Crazed Revenants (TBA)
Abyssal Cradle: Replaces Cathedral; Requires Temple of the Void; Cultural Building; Cost 150; Maintenance 3; +5 Culture; +3 Culture for each worked Marble and Obsidian; 2 priest specialists; Maximum population of city increased by 2
Necropolis: Replaces Aqueduct; Requires Mass Graves; Yield Building; Cost 400; Maintenance 3; +7 defense; Maximum population of city increased by 3
Necromancer Enclave: Replaces Arcane Academy; Requires Circle of Necromancy; Research Building; Cost 350; Maintenance 3; +25% pigments; +1 pigment from all resources; Sorcerer specialists in city provide +1 production; 2 sorcerer specialists
Crematorium: Replaces Drug Den; Yield Building; Cost 300; Maintenance 1; +1 production per 2 population in city; May sacrifice corporeal units for production (TBA)
Voidcrafters: Replaces Enchanter's Emporium; Requires Necromancer's Enclave; Yield Building; Cost 180; Maintenance 4; +1 pigments per 2 population in city; 1 sorcerer specialist; Maximum population of city increased by 2
Dance of the Dead: Replaces Race Track; Requires Lifeless Circus; Cultural Building; Cost 150; Maintenance 3; +2 culture; Enemy units that die adjacent to city are resurrected as undead under your control (TBA); Maximum population of city increased by 2
Ocean Defilers: Replaces Seaport; Requires Plague Port and Coastal City; Yield Building; Cost 140; Maintenance 2; +25% production of Naval Units; +1 production from water tiles; +2 production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
Plague Engineers: Replaces Healers; Requires Poisoner; Yield Building; Cost 500; Maintenance 1; Living enemy units within city radius take 1 damage; 1 priest specialist; Maximum population of city increased by 4
Howling Catacombs: Replaces Stadium; Requires Bone Pit and Wailing Halls; Cultural Building; Cost 450; Maintenance 5; +5 culture; Units fortified in city receive +1% strength per population of the city; Maximum population of city increased by 2
 
Minlaya Civilisation



Spoiler Minlaya :

Minlaya is a seafaring nation of plunderers and pirates.
To them, any ship is fair game and they consider the open waters of Naeralith to be their own for the taking.
Although not evil, the buccaneers of Minlaya will attack anything and everything that closes on their coastline, making passage through their territory dangerous for even the most hardened of sea veterans.

Leader: Captain Mally
Alignment: Neutral

Traits

Pirate Lords: 50% chance of converting defeated barbarian naval units to your side and earning 25 Gold.
Sea Raiders: All naval units start with hidden nationality.
Masters of the Waves: Can embark and move over oceans immediately. +1 sight when embarked.

Unique Buildings

Fishing Experts: Replaces Fishing Village; Requires Coastal City and either Copuls, Eels, Fish or Lumanins; Yield Building; Cost 120; Maintenance 1; +2 food; +2 food for each worked Copuls, Eels, Fish and Lumanins
Pirate Council: Replaces Elder Council; Requires Coastal City; Research Building; Cost 70; Maintenance 1; +1 science from water tiles
Surfers: Replaces Street Entertainers; Requires Coastal City; Happiness Building; Cost 100; Maintenance 1; +1 happiness from coastal tiles
Water Games: Replaces Carnival; Requires Coastal City and Surfers; Cultural Building; Cost 120; Maintenance 2; +2 happiness; +1 culture from water tiles
Crow's Nest: Replaces Lighthouse; Requires Coastal City; Yield Building; Cost 80; Maintenance 1; +1 Food from Water tiles; +1 food from all sea resources
Thieves Distillery: Replaces Brewery; Requires Coastal City; Happiness Building; Cost 150; Maintenance 0; +1 happiness for each city blockaded by your naval units up to a maximum of +3 happiness
Pirate Overseers: Replaces Courthouse; Happiness Building; Cost 200; Maintenance 2; Eliminates unhappiness from an occupied city; -50% production; +1 gold per population in city
Pirate Port: Replaces Harbour; Requires Crow's Nest and Coastal City; Yield Building; Cost 80; Maintenance 3; +1 Gold for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; +30XP to all Naval Units; Forms Naval trade route with capital
Hideout: Replaces Inn; Requires City Square and Coastal City; Economic Building; Cost 120; Maintenance 0; +2 gold; +100% gold from trade routes through this city; 1 merchant specialist; +1 gold from coastal tiles
Swimming Competitions: Replaces Theatre; Requires Surfers and Coastal City; Happiness Building; Cost 300; Maintenance 5; +3 Happiness; +1 happiness from each worked luxury sea resources
Pirate Den: Replaces Brothel; Requires Coastal City; Happiness Building; Cost 250; Maintenance 2; +1 happiness from water tiles; -10% production
Pirate Headquarters: Replaces Shipwright; Requires Pirate Port and Coastal City; Military Building; Cost 150; Maintenance 2; +30% production of Naval Units; +30XP to all Naval Units
Saloon: Replaces Tavern; Requires Hideout and Coastal City; Economic Building; Cost 220; Maintenance 0; +1 gold from specialists; +1 gold from water tiles; 1 merchant specialist
Treasure Horde: Replaces Bank; Requires Market; Economic Building; Cost 220; Maintenance 0; +25% gold; +1 gold for each gold, silver and gem resource in possession of the civ; 1 merchant specialist
Pirate Haven: Replaces Seaport; Requires Pirate Port, Coastal City and Sea Bonus Resource; Yield Building; Cost 140; Maintenance 2; +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; +30% production of Naval Units; +2 culture from all water tiles
 
Morzardrey Civilisation



Spoiler Morzardrey :

The Kingdom of Morzardrey is a land of dark chivalry, where powerful sorcerers rule over a twisted feudal society.
They share roots with Alvacon, possessing similar technology but with a dark, sinister twist.
Although magically very adept, Morzardrey take a more subtle approach to magic than their Alvaconian cousins, focussing on stealthier, less grand applications of pigments.

Leader: Lady Cazeex
Alignment: Evil

Traits

Cruel Magocracy: Noble specialist slots replaced by sorcerer specialist slots; Sorcerer Specialists produce +1 pigments and +1 science; Workers work 50% faster
Whispers in the Sky: All Airship units are invisible (revealed by magical means). Naval units are of the Airship class rather than the Naval class.

Unique Buildings

Violet Shrine: Replaces Temple; Requires Monument and Starmetal; Cultural Building; Cost 120; Maintenance 2; +2 culture; Friendly units adjacent to the city become invisible; 1 priest specialist; 1 sorcerer specialist
Energy Fencing: Replaces Walls; Defense Building; Cost 100; Maintenance 1; +6 defense; City is more resistant to ranged attacks (TBA)
Secret Illuminati: Replaces Arcanum Schola; Requires Barracks, Library and Starmetal; Military Building; Cost 100; Maintenance 1; +20XP to all Arcane, Hierophant and Recon Units; Arcane, Hierophant and Recon built in the city receive the "Illuminati" promotion; 1 sorcerer specialist
Dark Jynari Temple: Replaces Monastery; Requires Violet Shrine and Starmetal; Cultural Building; Cost 120; Maintenance 2; +1 unhappiness; +2 culture; +2 culture and pigments from each nearby Incense and Starmetal; Can sacrifise population to produce pigments (TBA); 1 priest specialist; 1 sorcerer specialist
Hidden Airfield: Replaces Harbour; Yield Building; Cost 120; Maintenance 1; +3 gold; +20XP to all airship units; Forms Air trade route with capital; Friendly airship units within city radius receive the "Hidden Striker" promotion until they leave the city radius
Lord's Estate: Replaces Sorcerer's Convent; Requires Library; Research Building; Cost 120; Maintenance 2; +1 unhappiness; +3 pigments; -10% maintenance; Sorcerer specialists in city provide +1 gold; 2 sorcerer specialists
Discharge Units: Replaces High Walls; Requires Energy Fencing; Defense Building; Cost 180; Maintenance 1; +8 defense; Attacking enemy units take additional damage (TBA)
Prism Towers: Replaces Siege Towers; Requires Guard Towers; Defense Building; Cost 200; Maintenance 1; +5 defense; Adjacent enemies take 2 damage (cumulative with Guard Tower)
Leeching Chambers: Replaces Dungeon; Requires Guard Towers; Economic Building; Cost 150; Maintenance 0; -15% maintenance costs; +1 unhappiness; +1 pigments per unhappiness in city; 1 sorcerer specialist
Cloud Docks: Replaces Shipwright; Requires Hidden Airfield and Starmetal; Military Building; Cost 150; Maintenance 2; +25% production of airship units; +25XP to all airship units; Storm features may form on land within city radius; Increased chance of storm features forming within city radius; +6 production from storm features; Friendly airship units within city radius may traverse storms with no penalty; +1 sorcerer specialist
Shrouded Spires: Replaces Cathedral; Requires Dark Jynari Temple and Starmetal; Cultural Building; Cost 150; Maintenance 3; +5 Culture; +5 Culture for each worked Starmetal; Friendly units within city radius become invisible; Sacrificing population produces more pigments (TBA); 1 priest specialist; 1 sorcerer specialist
Soul Shapers: Replaces Alchemist's Lab; Requires Lord's Estate; Research Building; Cost 350; Maintenance 3; +1 unhappiness; +2 Pigment from Sulphur, Gold, Copper, Lilmwae Crystal and Obsidian; Provides 1 starmetal; Units that die within city radius produce pigments (TBA); 1 sorcerer specialist; 1 sage specialist
Hidden Circle: Replaces Arcane Academy; Requires Secret Illuminati, Lord's Estate and Starmetal; Research Building; Cost 350; Maintenance 3; +25% pigments; +1 pigments from all resources; Sorcerer specialists in city provide +1 science; +1 science per trade route; 2 sorcerer specialists
Military Aerodrome: Replaces Seaport; Requires Hidden Airfield and Starmetal; Yield Building; Cost 140; Maintenance 1; +5 defense; +25% production of airship units; Heals airship units adjacent to the city +1 HP per turn; 1 sorcerer specialist
Crystal Citadel: Replaces Astral Chamber; Requires Prism Towers and University; Consumes 1 Starmetal; Military Building; Cost 1000; Maintenance 2; +10 city bombard strength; +25% pigments; Increases city bombard range by 1; 1 sage specialist; 1 sorcerer specialist

Unique Promotions

Illuminati: Cannot be acquired through experience; +15% withdrawel chance; Unit is invisible
Hidden Striker: Cannot be acquired through experience; +10% withdrawel chance; Once per turn, unit may switch either to or from hidden nationality; Hidden nationality is removed if this promotion is removed
 
Newetah Civilisation



Spoiler Newetah :

Newetah is a nation of hardy desert-dwellers, whose influence extends far and wide through the spread of Amunai; the religious worship of ancestors.
They are highly ritualistic and defensive, able to contact the dead and connect spiritually with those who have passed on from this life.
Often, spirits of the past will rise as undead in defence of this nation, protecting their descendants until help is no longer required.

Leader: Queen Abhtessa
Alignment: Neutral

Traits

Desert Bounty: Deserts act as roads. Flood plains provides +1 food. Small chance of discovering an oasis in desert tiles with no access to fresh water.
Blessing of the Ancestors: +25% great people production. +1 beaker per level per for each unit lost in combat.

Unique Buildings

Obelisk: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +1 culture per 2 population in city
Apothecary: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 food from each worked Alendus; +1 Happy from each worked Incense; Heals units adjacent to the city +1 HP per turn; 1 priest specialist
Council of Overseers: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 science; Priest specialists in city provide +1 production
Oracle of Amunai: Replaces Temple; Requires Obelisk; Cultural Building; Cost 120; Maintenance 2; +4 culture; Units built in the city start with the 'Mark of Amunai I' promotion; 1 priest specialist
Arkaasin Repository: Replaces Library; Research Building; Cost 80; Maintenance 1; +1 science per 2 population in city; 2 priest specialists
Arkaasin Walls: Replaces Walls; Defence Building; Cost 100; Maintenance 1; +2 culture; +7 defense
Soul Scribes: Replaces Parochial School; Requires Barracks and Oracle of Amunai; Military Building; Cost 100; Maintenance 1; +15XP to all Divine and Hierophant Units; Divine and Hierophant units start with one extra level of the 'Mark of Amunai' promotion; 2 sage specialists
Temple of Amunai: Replaces Monestary; Requires Oracle of Amunai; Cultural Building; Cost 120; Maintenance 2; +3 culture; +2 culture from each nearby Incense and Shashana; Units built in the city start with the 'Mark of Amunai II' promotion; 1 priest specialist
Mausoleum: Replaces Archives; Requires Arkaasin Repository; Research Building; Cost 120; Maintenance 2; +20% science; +10% culture; 1 priest specialist
Ancestral Walls: Replaces High Walls; Requires Arkaasin Walls; Defence Building; Cost 180; Maintenance 1; +2 culture; +9 defense; Has a chance of spawning an 'Ancestor Guardian' unit when enemy units are adjacent to the city (TBA)
Temple Compound of Amunai: Replaces Cathedral; Requires Temple of Amunai and Ancestral Walls; Cultural Building; Cost 150; Maintenance 3; +6 Culture; +3 Culture for each worked Marble, Obsidian and Incense; 'Ancestor Guardian' Units spawned by the city start with 'Mark of Amunai I' promotion; 2 priest specialists
Pyramid Complex: Replaces Castle; Requires Ancestral Walls; Defence Building; Cost 400; Maintenance 4; +15 defense; +2 Culture; Increases spawn rate of 'Ancestor Guardian' units from the city; Ancestor Guardians may spawn even when no enemies are near the city, though the civilisation must still be at war; 1 priest specialist
Mortuary: Replaces Healers; Requires Apothecary; Yield Building; Cost 500; Maintenance 1; +1 happiness from worked Alendus, Kacilla, Silk and Incense; -50% food needed for city growth; Friendly units that die in the city radius generate culture and science (TBA)
Arkaasin Tomb Network: Replaces Fortress; Requires Pyramid Complex; Defense Building; Cost 450; Maintenance 5; +22 defense; +2 culture; Increases spawn rate of 'Ancestor Guardian' Units from the city; Ancestor Guardians may spawn even when no enemies are near the city, even during times of peace; 2 priest specialists

Unique Promotions

Mark of Amunai I: Cannot be acquired through experience; +5% defence strength; On unit death, the nearest allied unit receives the Mark of Amunai I promotion; If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion
Mark of Amunai II: Cannot be acquired through experience; +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP; On unit death, the nearest allied unit receives the Mark of Amunai I promotion; If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion
Mark of Amunai III: Cannot be acquired through experience; +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP; On unit death, the nearest allied unit receives the Mark of Amunai I promotion; If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion
Mark of Amunai IV: Cannot be acquired through experience; +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP; On unit death, the nearest allied unit receives the Mark of Amunai I promotion; If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion
Mark of Amunai V: Cannot be acquired through experience; +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP; On unit death, the nearest allied unit receives the Mark of Amunai I promotion; If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion
 
Ralaeya Civilisation



Spoiler Ralaeya :

Ralaeya is a peaceful, democratic nation of kind, charismatic people.
They pride themselves on beauty in all its forms, focussing on the improvement of life for all citizens.
War and violence are rare amongst Ralaeyans, who consider such acts crude and barbaric.

Leader: Consul Shilo
Alignment: Good

Traits

Silver Tongued: City state influence loss is reduced by 25% and recovers at twice the normal rate. Rival leaders react better to you on first meeting.
Free Spirits: +25% war weariness. +25% culture in all cities.
 
Rylonia Civilisation



Spoiler Rylonia :

The Empire of Rylonia is a highly aggressive nation of generals and conquerors, held together through patriotic nationalism and military might.
Above all, Rylonia seeks to rule the world through direct conquest, its rulers convinced that they are most suited to govern Naeralith's policies and inhabitants.
Despite such lofty ambitions, Rylonia is not uncompromising and will happily engage in diplomatic relations with other nations should it serve to their advantage.

Leader: Empress Lyla
Alignment: Neutral

Traits

Visage of the Scarlett Empress: +25% production towards all buildings that have already been built in the capital.
Imperial Will: 25% discount when purchasing tiles.
Imperial Might: Great generals are produced quicker, are more effective and have +1 moves.

Unique Buildings

Legion Encampment: Replaces Barracks; Military Building; Cost 60; Maintenance 1; +20XP to all land units
Royal Training Grounds: Replaces Training Yard; Requires Legion Encampment; Military Building; Cost 100; Maintenance 1; +1 culture; +30XP to all Melee units
Imperial Garrison: Replaces Guard Towers; Requires Watch Towers; Defence Building; Cost 120; Maintenance 1; +6 Defence; Adjacent enemies take 1 damage; Units fortified in city receive +10% defensive bonus
Imperial Dance Hall: Replaces Circus; Requires Carnival; Happiness Building; Cost 130; Maintenance 2; +4 happiness
Imperial Court: Replaces Courthouse; Happiness Building; Cost 200; Maintenance 2; Eliminates unhappiness from an occupied City; 1 noble specialist
Siegeworks: Replaces Siege Workshop; Requires Legion Encampment and Forge; Military Building; Cost 100; Maintenance 1; +30XP to all Siege units
Royal Armoury: Replaces Armoury; Requires Legion Encampment and Forge; Military Building; Cost 130; Maintenance 3; +2 culture; +25% production of land units
Imperial Fortifications: Replaces High Walls; Requires Walls; Military Building; Cost 180; Maintenance 1; +2 culture; +10 defense
Opera House: Replaces Theatre; Requires Street Entertainers; Happiness Building; Cost 300; Maintenance 5; +4 Happiness; +1 happiness for each worked Dye and Fine Feathers; 1 bard specialist
Legionary Headquarters: Replaces Military Base; Requires Royal Armoury and Arena; Military Building; Cost 300; Maintenance 2; +20XP to all land units
Imperial Citadel: Replaces Castle; Requires Imperial Fortifications; Defence Building; Cost 400; Maintenance 4; +13 Defence; +2 culture; -10% city maintenance; 1 noble specialist
War College: Replaces Military Academy; Requires Legionary Headquarters; Military Building; Cost 400; Maintenance 3; +20XP to all land units; +10% great general spawn rate
Royal Palace: Replaces Fortress; Requires Imperial Citadel; Defence Building; Cost 450; Maintenance 5; +20 defense; +3 culture; -10% city maintenance; 2 noble specialists
Colosseum: Replaces Stadium; Requires Opera House and Arena; Happiness Building; Cost 450; Maintenance 5; +5 happiness; 1 engineer specialist
 
Scarthia Civilisation



Spoiler Scarthia :

Scarthia is an overtly sensual nation of daemon worshippers, led by the priests and priestesses of the Daemon Lords themselves.
Their deviant society has been warped and twisted to openly embrace abhorrent practises that dull the boundaries between pain and pleasure.
Slavery is core to the functioning of Scarthia; many citizens often sacrificing their freedom for a better, albeit more painful lifestyle under the ruling clergy.

Leader: Grand Pontifex Shaelana
Alignment: Evil

Traits

Deviant Promiscuity: Unhappiness from number of citizens halved. +10% city maintenance. Slave specialists produce +2 culture.
Sadistic Theocracy: Priest specialists produce +1 science and +1 culture.
Daemonic Worship: Negative global happiness reduces population growth more significantly and rapidly. All excess happiness added each turn to the amount of beakers and culture generated. Civilisation begins at peace with the daemon faction.

Unique Buildings

Daemonic Shrine: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +2 culture; 1 priest specialist; Can sacrifice population to produce slave units
Infernal Den of Vice: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 science; +1 happiness; 1 priest specialist
Street Whores: Replaces Street Entertainers; Happiness Building; Cost 100; Maintenance 0; +2 happiness; +2 gold; 1 bard specialist
Infernal Ziggurat: Replaces Temple; Requires Daemonic Shrine; Cultural Building; Cost 120; Maintenance 2; +3 culture; +4 science; +1 unhappiness; 1 priest specialist; Can sacrifice slaves units produce science (TBA)
Hedonistic Fair: Replaces Carnival; Requires Street Whores; Cultural Building; Cost 140; Maintenance 3; +3 happiness; +3 culture; 1 bard specialist
Sex Show: Replaces Circus; Requires Hedonistic Fair; Happiness Building; Cost 130; Maintenance 2; +3 happiness; Slave specialists in city provide +1 culture; 1 slave specialist
Sanctum of Pain: Replaces Parochial School; Requires Barracks and Infernal Ziggurat; Military Building; Cost 100; Maintenance 1; +1 unhappiness; 2 slave specialists; +30XP to all Divine and Hierophant Units
Pools of Pleasure: Replaces Bath House; Requires River/Lake; Cultural Building; Cost 150; Maintenance 2; +3 culture; +3 happiness; 1 bard specialist
Sadistic Convent: Replaces Monastery; Requires Infernal Ziggurat; Cultural Building; Cost 120; Maintenance 2; +2 culture; +1 unhappiness; 1 priest specialist; 1 slave specialist; Priest specialists in city provide +1 culture
Chamber of Anguish: Replaces Dungeon; Requires Guard Towers; Economic Building; Cost 150; Maintenance 0; -15% maintenance costs; +1 unhappiness; +1 culture per unhappiness in city; 1 slave specialist
Erotic Playhouse: Replaces Theatre; Requires Street Whores; Happiness Building; Cost 300; Maintenance 3; +5 Happiness; 1 bard specialist
Nest of Depravity: Replaces Brothel; Happiness Building; Cost 200; Maintenance 2; +4 happiness; +1 happiness for each worked Kenji and Silk; -10% production; 1 bard specialist
Great Ziggurat: Replaces Cathedral; Requires Sadistic Convent; Cultural Building; Cost 150; Maintenance 3; +5 culture; +5 science; +1 unhappiness; +3 Culture for each worked Marble and Obsidian; 2 priest specialists; Sacrificing slave units produces more science (TBA)
Slave Training Camp: Replaces Art College; Requires Daemonic Shrine; Cultural Building; Cost 350; Maintenance 3; +6 culture; +1 unhappiness; 3 slave specialists
School of Torture: Replaces Creative Institute; Requires Slave Training Camp; Cultural Building; Cost 600; Maintenance 3; +100% culture; +1 unhappiness; 2 priest specialists; Slave specialists in city provide +1 culture and +1 science

Unique Units

Infernal Initiate: Replaces Novice; Divine Unit; Cost 60; Upgrades to Infernal Priest; Strength 5; Movement 2; Receives Medic I, Will of the Overlord and Sadism promotions
Infernal Priest: Replaces Priest; Divine Unit; Cost 110; Cannot be built; Upgrades to Infernal High Priest, Daemonic Torturer or Sensual Healer; Strength 9; Movement 2; Receives Medic II, Daemonic Servant and Infernal Seduction promotions
Infernal High Priest: Replaces High Priest; Requires Incense; Divine Unit; Cost 150; Cannot be built; Upgrades to Infernal Pontifex; Strength 12; Movement 2; Receives Subdue Daemon promotion
Daemonic Torturer: Replaces Inquisitor; Requires Incense; Divine Unit; Cost 160; Cannot be built; Upgrades to any melee, archer, recon or cavalry unit; Strength 14; Movement 2; Receives Inquisitor and Master of Pain promotions
Sensual Healer: Replaces Healer; Requires Incense; Divine Unit; Cost 150; Cannot be built; Upgrades to any melee, archer, recon or cavalry unit; Strength 12; Movement 2; Receives Medic III and Orgasmic Healing promotions
Infernal Pontifex: Replaces Pontifex; Requires Incense; Divine Unit; Cost 210; Cannot be built; Strength 20; Movement 2; Receives Daemonic Favour and Master of Pain promotions

Unique Promotions

Rotting Soul: Cannot be acquired through experience; -1 strength; Chance of spreading Rotting Soul promotion to adjacent units; Unit becomes a barbarian Wailer (for the Daemon faction) upon death
Sex Worker: Unit provides +1 gold per turn; This is increased to +2 gold and +1 happiness when stationed in a city
Sadism: Unit receives +1XP per HP of damage caused in combat; Has a chance of causing damage to an adjacent friendly unit each turn
Masochism: Unit receives +1XP per HP of damage received in combat; -10% defense
Submissive: Requires Masochism; Cannot be acquired if the unit has the 'Sadism' promotion; Unit takes 1HP less damage from combat; -10% strength
Willing Slave: Requires Submissive; Unit cannot be converted, will not abandon civilisation and cannot be made barbarian; Adjacent friendly units with the Sadism promotion receive +10% strength

Divine Promotions

Will of the Overlord: Cannot be acquired through experience; Provides access to Divine Spells
Alzara's Perversions: Requires Will of the Overlord; Provides access to Divine Spells
Suvi's Calm: Requires Will of the Overlord; Provides access to Divine Spells
Humbranarus's Appetite: Requires Will of the Overlord; Provides access to Divine Spells
Iwythal's Voice: Requires Will of the Overlord; Provides access to Divine Spells
Vicandra's Wrath: Requires Will of the Overlord; Provides access to Divine Spells
Daezal's Ego: Requires Will of the Overlord; Provides access to Divine Spells
Jaani's Greed: Requires Will of the Overlord; Provides access to Divine Spells
Daemonic Servant: Cannot be acquired through experience; +1 unholy combat; -25% resistance to holy damage; Randomly grants the Rotting Soul promotion
Infernal Seduction: Cannot be acquired through experience; 25% chance of converting defeated units
Subdue Daemon: Cannot be acquired through experience; Chance of converting adjacent barbarian Daemon units each turn (TBA)
Master of Pain: Cannot be acquired through experience; Unit causes 1HP extra damage in combat; 'Pain' spell damage effect increased to 10% and cannot be dispelled
Orgasmic Healing: Cannot be acquired through experience; Adjacent friendly units receive -10% strength while damaged but heal an additional 1HP per turn
Daemonic Favour: Cannot be acquired through experience; +2 unholy combat; Unit causes fear
Chosen of Alzara: Requires Daemonic Favour and Alzara's Perversions; Cannot be acquired if another 'Chosen' promotion has been taken; +3 fire combat; Unit is immune to fire; All enemies fighting the unit receive the 'Burnt' promotion; Unit causes 'Wild Fire' improvement to appear on forest tiles that it attacks or defends
Chosen of Suvi: Requires Daemonic Favour and Suvi's Calm; Cannot be acquired if another 'Chosen' promotion has been taken; Unit exhibits a zone of control in the same way as a city; If this unit has the 'Sloth' aura spell active, this zone of control is increased to 2 tiles
Chosen of Humbranarus: Requires Daemonic Favour and Humbranarus's Appetite; Cannot be acquired if another 'Chosen' promotion has been taken; +30% defense; -1 moves; Unit cannot be scattered
Chosen of Iwythal: Requires Daemonic Favour and Iwythal's Voice; Cannot be acquired if another 'Chosen' promotion has been taken; +20% strength when fighting units with a higher raw strength value; Culture gained for each unit defeated that had a higher raw strength value (TBA)
Chosen of Vicandra: Requires Daemonic Favour and Vicandra's Wrath; Cannot be acquired if another 'Chosen' promotion has been taken; +15% attack; Unit can attack multiple times in a turn; Unit causes 1HP extra damage when attacking
Chosen of Daezal: Requires Daemonic Favour and Daezal's Ego; Cannot be acquired if another 'Chosen' promotion has been taken; +10% strength when fighting units with a lower raw strength value; Receives extra experience from defeating enemies in combat (TBA)
Chosen of Jaani: Requires Daemonic Favour and Jaani's Greed; Cannot be acquired if another 'Chosen' promotion has been taken; Unit is invisible; When adjacent to enemy cities, unit has a chance of stealing gold from the enemy's treasury (TBA)

Divine Spells (Daemonology)

Will of the Overlord

Infernal Blessing: Acquired automatically; Passive Effect; +2 fire combat; 25% fire resistance
Pain: Requires Level 3 and Infernal Priest; Target adjacent enemy unit; The target unit gains the 'Pain' promotion, giving them -15% defense and causing 5% damage if the unit moves or attacks; Can be dispelled; Promotion has a 25% chance of being removed each turn
Desire: Requires Level 3 and Infernal Priest; Target adjacent enemy unit; The target unit gains the 'Desire' promotion, preventing them from attacking the caster; Can be dispelled
Summon Daemon: Requires Level 6 and Infernal High Priest; Summons a random daemon unit based on the experience of the priest
Infernal Aura: Aura Effect; Requires Level 6 and Infernal High Priest; Priest and all adjacent friendly units receive +1 unholy combat.
Coercion: Target adjacent enemy unit; Requires Level 9 and Infernal Pontifex; Target adjacent enemy unit; You may force this unit to attack any unit of your choosing adjacent to it
Daemonic Majesty: Passive Effect; Requires Level 9 and Infernal Pontifex; Units attacking the priest receive -20% strength

Alzara's Perversions

Flames of Passion: Acquired automatically; Passive Effect; +1 fire combat and an extra +1 fire combat per 5 levels of the priest; 25% fire resistance; Enemy units that fight the priest may gain the 'Burnt' promotion
Lust: Requires Level 3 and Infernal Priest; Aura Effect; Adjacent friendly units will not abandon you from unhappiness; Enemy units attacking the priest have a chance of switching to your team temporarily (TBA)
Pleasure: Requires Level 5 and Infernal Priest; Target adjacent enemy unit; The target unit receives the 'Orgasmic Spasms' promotion, giving them -15% strength and -1 moves; Can be dispelled; Promotion has a 25% chance of being removed each turn
Uncontrollable Orgasm: Requires Level 7 and Infernal High Priest; Target adjacent enemy unit who has the 'Orgasmic Spasms' promotion. This promotion is replaced by the 'Uncontrollable Orgasm' promotion, immobalising the unit and giving them -25% defense; Cannot be dispelled; Promotion has a 10% chance of being removed each turn; Promotion has a chance of spreading to adjacent units with the 'Orgasmic Spasms' promotion, removing this promotion in the process

Suvi's Calm

Silent Sinner: Acquired automatically; Passive Effect; Priest is immune to fear effects
Laziness: Requires Level 3 and Infernal Priest; Target adjacent enemy unit; The target gains the 'Lazy' promotion, causing a chance each turn of the unit losing all movement and actions; Can be dispelled; Promotion has a 25% chance of being removed each turn
Sloth: Requires Level 5 and Infernal Priest; Aura Effect; Priest exhibits a zone of control in the same way as a city
Procrastination: Requires Level 7 and Infernal High Priest; Target adjacent enemy city; Has a chance of removing all current building progress; Also inflicts -50% production for a variable number of turns (TBA)

Humbranarus's Appetite

Sinister Indulgence: Acquired automatically; Passive Effect; Experience gained by the priest generates an equal amount of culture and science
Gluttony: Requires Level 3 and Infernal Priest; Aura Effect; Enemy tiles adjacent to the priest recieve -1 food
Bloating: Requires Level 5 and Infernal Priest; Target adjacent enemy unit; Target gains the 'Bloating' promotion, causing 1HP damage per turn; Promotion causes a chance per turn for the unit to 'pop', removing the promotion and causing 30% damage; Can be dispelled; Promotion has a 25% chance of being removed each turn
Insatiable Hunger: Requires Level 7 and Infernal High Priest; Target adjacent enemy city; Population in city consumes 1 additional food for a variable number of turns (TBA)

Iwythal's Voice

Song of Dark Beauty: Acquired automatically; Passive Effect; Priest generates 1 culture per level each turn
Spiteful Halo: Requires Level 3 and Infernal Priest; Aura Effect; Priest and all adjacent friendly units cause 1 extra damage through combat
Envy: Requires Level 5 and Infernal Priest; Target adjacent enemy unit; The target unit receives the 'Envious' promotion, causing adjacent friendly units to receive -10% defense; Can be dispelled; Promotion has a 25% chance of being removed each turn
Crazed Jealousy: Requires Level 7 and Infernal High Priest; Target adjacent enemy unit; The target unit receives the 'Crazed Jealousy' promotion, converting them to a barbarian; Can be dispelled

Vicandra's Wrath

Malevolence: Acquired automatically; Passive Effect; Priest gains double experience from attacking and has a chance to cause enemies to flee (TBA)
Bloodlust: Requires Level 3 and Infernal Priest; Aura Effect; Priest and all ajdacent friendly units receive +10% attack and -10% defense
Burst of Anger: Requires Level 5 and Infernal Priest; All adjacent enemy units take 15% damage and have a chance of being scattered to a nearby tile (TBA)
Wrath: Requires Level 7 and Infernal High Priest; Target adjacent enemy city; City riots for a variable number of turns (TBA)

Daezal's Ego

Vanity: Acquired automatically; Passive Effect; Priest receives +5% defense for each adjacent friendly unit
Confidence: Requires Level 3 and Infernal Priest; Target adjacent friendly unit; Target receives the 'Confident' promotion, making them immune to fear; Can be dispelled; Promotion has a 25% chance of being removed each turn
Arrogance: Requires Level 5 and Infernal Priest; Target adjacent enemy unit; Target receives the 'Arrogant' promotion, giving them -15% strength and removing any withdrawel chance; Can be dispelled; Promotion has a 25% chance of being removed each turn
Aura of Superiority: Requires Level 7 and Infernal High Priest; Aura Effect; Adjacent enemy units receive -20% attack

Jaani's Greed

Avarice: Acquired automatically; Passive Effect; Priest generates 1 gold per level each turn
Kleptomania: Requires Level 3 and Infernal Priest; Passive effect; Target any ajdacent unit; The target unit receives the 'Kleptomaniac' promotion, reducing the gold yield of tiles adjacent to, and occupied by, this unit by 1; Can be dispelled; Promotion has a 25% chance of being removed each turn
Greed: Requires Level 5 and Infernal Priest; Aura Effect; Priest and all adjacent friendly units produce gold from combat (TBA)
Corruption: Requires Level 7 and Infernal High Priest; Target any city within 2 tiles; 50% of the gold generated by the city's trade routes are instead added to your treasury for a variable number of turns (TBA)
 
Seelie Court Civilisation



Spoiler Seelie Court :

The Seelie Court consists of fae who have forgiven sapids for their past transgressions and wish to live peacefully in their sentient forest realm.
They are highly sensual creatures, capable of great empathy and compassion.
To them, nothing is more important than the balance of life and the preservation of the forest and all its inhabitants.

Leader: Queen Aulera
Alignment: Good

Traits

Faewoods: Forests and jungle turn to faewoods within civ borders. Faewoods act as roads within your cultural boarders, can be built in and reduce enemy movement to 1.
Seductive Lure: Defeated enemies have a chance of converting to your civ (not UUs).
Eternal Dance of the Fae: +1 culture per city per turn.

Unique Buildings

Faewood Flowers: Replaces Granery; Requires Faewoods; Yield Building; Cost 120; Maintenance 1; +1 food from Faewoods
Wildlife Preserve: Replaces Smokehouse; Requires any animal resource; Yield Building; Cost 120; Maintenance 1; +2 food; +1 food for each worked animal resource
Faewood Court: Replaces Elder Council; Requires Faewoods; Research Building; Cost 70; Maintenance 1; +2 science; Sage specialists in city provide +1 culture; 1 sage specialist
Ironwood Forge: Replaces Forge; Requires Faewoods; Military Building; Cost 120; Maintenance 2; +2% production of land units for each Faewoods feature in city radius
Illuminated Garden: Replaces Garden; Requires Faewoods; Yield Building; Cost 120; Maintenance 2; +1 culture from Faewoods; +25% GPP; 2 bard specialists
Faewood Memory Banks: Replaces Library; Requires Faewoods; Research Building; Cost 80; Maintenance 1; +1 science from Faewoods; 2 sage specialists
Mating Flowers: Replaces Brewery; Requires Faewood Flowers and Faewoods; Happiness Building; Cost 150; Maintenance 2; +1 happiness from Faewoods
Wall of Thorns: Replaces Walls; Defence Building; Cost 100; Maintenance 1; +5 defense; Attacking enemy units recieve -10% strength
Faewood Archives: Replaces Archives; Requires Faewood Memory Banks and Faewoods; Research Building; Cost 120; Maintenance 2; +20% Science; Sage specialists in city provide +1 science; 1 sage specialist
Illusory Paths: Replaces High Walls; Requires Wall of Thorns; Defence Building; Cost 180; Maintenance 1; +7 defense; Enemy units attacking the city have a chance to be pushed outside of Seelie Borders each turn (TBA)
Ironwood Plantation: Replaces Ironworks; Requires Ironwood Forge and Faewoods; Military Building; Cost 150; Maintenance 2; +15% production of land units; +1 gold from Faewoods
Luminescent Canopies: Replaces Aqueduct; Requires Faewoods; Yield Building; Cost 400; Maintenance 3; +1 food and pigments from Faewoods; -25% food needed for city growth
Mountain Glades: Replaces Shafts; Requires Faewoods and Next To A Mountain; Yield Building; Cost 300; Maintenance 2; Mountains can be worked and provide +3 food and +3 pigments
Halls of Wisdom: Replaces Public School; Requires Faewood Memory Banks and Faewoods; Research Building; Cost 350; Maintenance 3; +5% science for each Faewoods feature in city radius; 2 sage specialists
Ironwood Architects: Replaces Foundery; Requires Ironwood Plantation and Faewoods; Yield Building; Cost 230; Maintenance 3; +1 production from Faewoods; 2 engineer specialists

Prohibited Buildings

Brothel
Industrial Complex
 
Tunive Civilisation



Spoiler Tunive :

The Tuniveshe are an honourable people for whom family ties, loyalty and respect are of great importance.
They are masters of Ni'vae riding (Naeralith's horse equivalent), possessing mounted warfare techniques that have been honed from generation to generation.
To the people of Tunive, nothing is more glorious that riding across the plains of their homeland.

Leader: TBA
Alignment: Neutral

Traits

Ni'vae Lords: Ni'vae and iron resources provide double quantity. +1 global happiness per source of Ni'vae.
Steppe Riders: Mounted units get +1 move on open flatland terrain. Mounted Units ignore terrain penalties on open flatland terrain.
Shua Ki (Way of the Soul): Priest specialist slots replaced by sorcerer specialist slots; Sorcerer Specialists produce +1 culture and +1 defense

Unique Buildings

Tea House: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +2 culture; +1 food from each worked Alendus; Heals units adjacent to the city +1 HP per turn
Ni'vae Breeders: Replaces Granery; Requires either Maelo, Slui, Sporral, Yumba or Ni'vae; Yield Building; Cost 150; Maintenance 1; +1 food for each worked Maelo, Slui, Sporral, Yumba; Provides 1 source of Ni'vae
Zen Garden: Replaces Garden; Requires River or Lake; Yield Building; Cost 120; Maintenance 2; +1 happiness; +33% GPP; +1 science and culture from worked Fraeyalillies; 1 bard specialist
Stables: Replaces Hippodrome; Requires Barracks and Ni'vae; Military Building; Cost 100; Maintenance 1; +20XP to all Heavy Cavalry and Light Cavalry units
War Camp: Replaces Archery Range; Requires Barracks and Ni'vae; Military Building; Cost 100; Maintenance 1; +10XP to all Archer, Heavy Cavalry and Light Cavalry units; Heavy Cavalry and Light Cavalry units built in the city start with the 'Flanking 1' promotion
Steppe Hunters: Replaces Hunting Lodge; Requires Barracks and Ni'vae; Military Building; Cost 100; Maintenance 1; +1 food for each worked Avuulin and Ni'vae; +1 gold for each worked Kratan; +10XP to all Recon, Heavy Cavalry and Light Cavalry units
Pagoda Temple: Replaces Temple; Requires Monument; Cultural Building; Cost 120; Maintenance 2; +3 culture; +10XP to all Arcane, Divine and Hierophant units; 1 sorcerer specialist
Show Grounds: Replaces Circus; Requires Carnival and Ni'vae; Happiness Building; Cost 130; Maintenance 2; +3 happiness; +1 culture from worked Ni'vae
Cloud Monestary: Replaces Monestary; Requires Pagoda Temple; Cultural Building; Cost 120; Maintenance 2; +2 culture; +2 culture from each nearby Incense and Maussberries; +1 science from sorcerer specialists; 1 sorcerer specialist
Circle Bridges: Replaces Levee; Yield Building; Cost 120; Maintenance 1; +1 culture from river tiles
Conductors: Replaces Windmill; Requires city on a hill; Yield Building; Cost 100; Maintenance 2; +10% production; +10% pigments; 1 engineer specialist; 1 sorcerer specialist
Moflosian Games: Replaces Race Track; Requires Show Grounds and either Ni'vae, Brazain or Mulgorf; Happiness Building; Cost 150; Maintenance 3; +4 Happiness; +2 Culture from Ni'Vae, Brazain and Mulgorf resources nearby; +10 EXP to all Heavy Cavalry and Light Cavalry units
Sky Temple: Replaces Cathedral; Requires Cloud Monestary; Cultural Building; Cost 150; Maintenance 3; +5 culture; +3 culture for each worked Marble and Obsidian; Divine and Hierophant units built in the city start with the 'Enlightened' promotion; 2 sorcerer specialists
Meditation Hall: Replaces Astral Chamber; Requires University; Consumes 1 starmetal; Research Building; Cost 600; Maintenance 2; +100% science; 2 sage specialists; 2 sorcerer specialists

Unique Promotions

Enlightened: Cannot be acquired through experience; -10% spell miscast chance; Damaging spells cause an additional 10% damage
 
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