Rogue's Civarium - Saxons (Antiquity)

Rogue's Civarium - Saxons (Antiquity) 0.11

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

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 Pantheon

Unique 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 civics

Civic 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
Prerequisites: Hearthwīsu, Scīrgemōt



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
Author
RogueAustralian
Downloads
534
Views
1,473
First release
Last update

Ratings

5.00 star(s) 1 ratings

More resources from RogueAustralian

Latest updates

  1. 0.11 - Balance Pass / Tweaks (Thanks eqn!)

    Update based on @eqn's fantastic feedback - Ceorls now cost slightly more, are fairly weaker...

Latest reviews

Rating 5 stars for you actually modding the game before the workshop comes out but I'm very confused. the Saxons unique unit is just exploration age looking civilians with gunpowder pistols. Is there no way to make them just look like a antiquity age warrior for now? I'm really wanting to use this mod for my Saxon > England > Great Britain playthrough but the unit model is just breaking the immersion too much lol. Thanks.
R
RogueAustralian
Unfortunately, until we have access to modding tools, we’re stuck using placeholder assets for the 3D models. (You’ll notice a similar phenomenon with England, or with the Moot Hall and Sacred Grove constructibles in this mod)

However, it is a high priority of mine.
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