CHECK OUT THE CIVARIUM HERE: https://forums.civfanatics.com/threads/rogues-civarium.695120/
This is an early beta mod. 3D art assets are missing (most prominently with unique unit art and unique building art). This will have to wait for official mod support.
This mod adds the Saxon civilization to Civilization VII's Antiquity age. A cultural and militaristic civ, this is my take on a religiously oriented civilization in the tradition of the Celts from Civilization V. The Saxons explore a few unique avenues of gameplay. Their Ceorls are many - for each one you build, you receive another for free - and ignore vegetated terrain movement penalties, but they are weak. Their Sacred Groves act as altars that persist through the ages, and their Moot Halls, while they can only be built in the city center, act as a center of government to complement your City Halls and rival other administrative centers.
Attributes
Cultural, Militaristic
Other Changes
- Saxons will unlock England, Normans, and Great Britain.
- Note that if you don't have the England mod installed or the Great Britain DLC (or, if this is before its release, at time of this post), you'll notice localization errors in the civ select screen. The current engine does not support a way to remove these since it isn't a case the vanilla game has to deal with. It will be fixed as soon as possible
To install:
Windows: Extract to your "{user}\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder
MacOS: Extract to your "~/Library/Application/Support/Sid Meier's Civilization VII/Mods" folder
This is an early beta mod. 3D art assets are missing (most prominently with unique unit art and unique building art). This will have to wait for official mod support.
This mod adds the Saxon civilization to Civilization VII's Antiquity age. A cultural and militaristic civ, this is my take on a religiously oriented civilization in the tradition of the Celts from Civilization V. The Saxons explore a few unique avenues of gameplay. Their Ceorls are many - for each one you build, you receive another for free - and ignore vegetated terrain movement penalties, but they are weak. Their Sacred Groves act as altars that persist through the ages, and their Moot Halls, while they can only be built in the city center, act as a center of government to complement your City Halls and rival other administrative centers.
Attributes
Cultural, Militaristic
Unique Bonus - Danelaw
Whenever you train a Ceorl, receive an additional Ceorl.Unique Improvement - Sacred Grove
Can’t be built adjacent to another Sacred Grove. Must be built on Flat terrain. Acts as an Altar and provides bonuses from your PantheonUnique Unit - Ceorl
Saxon unique infantry unit. Cheaper to produce and weaker than the units it replaces. Ignores movement penalties through Vegetated terrain.Unique Building - Moot Hall
Saxon Unique Building. Must be built in the city center. Produces culture, influence, and happiness. Receives additional bonuses from civicsCivic Tree
Scīrgemōt
- Unlocks the Moot Hall
- Unlocks Witengamot (City Halls, Palaces, and Moot Halls receive +1 food per age)
- Tier 2: The Moot Hall receives an influence adjacency from urban districts
- Tier 2: Increased settlement cap by 1
Hearthwīsu
- Unlocks Sacred Groves
- Unlocks Runwita (Unique improvements receive +2 culture per age)
- Tier 2: Sacred Groves receive a culture adjacency for vegetated terrain.
- Tier 2: Sacred Groves provide Stealth to units on them
Gár-wudu
- Unlocks Fyrd (+50% production towards training infantry units in your capital)
- Unlocks Beadurǣden (Infantry units cost -1 maintenance)
- Prerequisites: Scīrgemōt
Æthelingrǣden
- Unlocks Beohrttalu (Great Works provide +1 culture and +1 happiness per age)
- Receive a Codex
- Tier 2: Receive a social policy slot
- Tier 2: Settlement cap is increased by 1
Other Changes
- Saxons will unlock England, Normans, and Great Britain.
- Note that if you don't have the England mod installed or the Great Britain DLC (or, if this is before its release, at time of this post), you'll notice localization errors in the civ select screen. The current engine does not support a way to remove these since it isn't a case the vanilla game has to deal with. It will be fixed as soon as possible
To install:
Windows: Extract to your "{user}\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" folder
MacOS: Extract to your "~/Library/Application/Support/Sid Meier's Civilization VII/Mods" folder
However, it is a high priority of mine.