Thiss Civ Pack is being tested as part of the development of a new First Crusade scenario. That is the next iteration of the Merlin Scenario Management Engine.
Playable civs:
1. Raymond IV of Toulouse (Provence)
2. Godfrey de Bouillon (Lorraine)
3. Robert II of Flanders
4. Bohemond of Taranto
5. Kilij Arslan (Sultantate of Roum)
6. Berkaryuq ibn Malikshah (Seljuk Turks)
7. Al-Mustali (Fatimids)
8. Yusuf ibn Tashfin (Almoravids)
9. Alexios I (Byzantines)
10. Urban II (Papal States)
11. Roger I (Kingdom of Sicily)
Jerusalem Parade Photo:
Each civ has 10-12 custom units, as well as 2 unique buildings. Civilopedia is populated, so you can find out more information there.
Civ Pack includes some purchase only Mercenary units as well (3x "Western" Mercs available to a limited number of civs, 3x "Eastern" Mercs, and 3 normal Merc units available to all civs):
Scenario expected in the next couple of weeks. Enjoy!
Playable civs:
1. Raymond IV of Toulouse (Provence)
- UA : Forts add +1 Production, +2 for Citadels. During times of war, these Improvements yield the same amount in Gold. All units are healed upon the appearance a Great Prophet, and damage is reduced by 10 Hit Points any time a Missionary is spawned
- UB1: Donjon (new). Adds +1 Faith, +5 City Defense, and +15 Hit Points. Upon the birth of a Great Prophet or Great General, cities with a Donjon have their Health restored. The Donjon also increases the time it takes for an enemy spy to steal your technology by 15%
- UB2: Dolmen (new). Adds +1 Culture and +1 Culture to all Marble and Stone. Mountains have +1 Culture
2. Godfrey de Bouillon (Lorraine)
- UA : Units fight as though they were at full strength even when damaged and all units require 25% less experience to earn their next promotion
- UB1: Craft Guild (Workshop): +3 Produciton, 2 Engineer Specialist slots
- UB2: Kantone (Barracks): +2 Production, +1 Gold, and no maintenance
3. Robert II of Flanders
- UA : A Golden Age begins upon unlocking a new Social Policy Tree. Receive points towards a Golden Age when conquering a City. Units receive +50% experience when fighting outside the continent of the Capital
- UB1: Dike (Windmill); Increases a city`s Production and Food. Increases Production by 10% when constructing buildings. City must border a river or a lake.
- UB2: Waag (Bank); Adds +2 / +25% Gold and +2 Gold from Trade Routes. Also reduces the rate at which enemy spies steal technology by 25%
4. Bohemond of Taranto
- UA: +2 Science and Culture from Temples. Receive a free Temple in captured Cities. Gain Faith and Great General progress when you capture a City.
- UB1: Aedes (Temple); +1 Global Happiness. Cheaper to build, costs no maintenance, and doesn't require a Shrine.
- UB2: Thermae (Garden); +1 Science, +1 Culture, +1 Food.
5. Kilij Arslan (Sultantate of Roum)
- UA: Religious Units act as Great Generals in Friendly Territory. Conquered cities immediately convert to your Religion on capture. +1 Movement to Mounted Units. Receive Great Prophet at Theology. Mounted Units receive an extra +1 Movement.
- UB1: Cistern (Aqueduct). Adds +10% Food in this City and +1 Happiness. 20% of Food is carried over after a new Citizen is born.'
- UB2: Kizil Kule (Castle Replacement). Adds +7 City Defense, with +25 Hit Points. Also adds +10% military unit production, but causes -2 Happiness. The Kizil Kule also increases the time it takes for an enemy spy to steal your technology by 15%.
6. Berkaryuq ibn Malikshah (Seljuk Turks)
- UA: Cities gain +10% Production, +10% Gold, and +2 Great Merchant Points per outgoing Trade Route. Units on or adjacent to your Trade Routes gain a 33% Combat Bonus..
- UB1: Dar-be mehr (Temple); Adds +2 Faith and Culture. Has no maintenance costs. Requires a Shrine in the City
- UB2: Iwan Palace (Mint); Adds +2 Gold from every Gold and Silver resource worked by this City. Unlike the Mint, the Iwan also adds +2 Gold on worked Copper, Gems, and Pearl tiles. Also adds +1 global Happiness. City must have at least one of these luxury resources nearby
7. Al-Mustali (Fatimids)
- UA: Oases yield +2 Food and Faith. Melee and Mounted units receive +50% Strength on Desert tiles. Gain a free Great Prophet at the discovery of Writing.
- UB1: Qadi Court (Circus); Adds +2 Happiness and Gold, and +1 Faith.
- UB2: Treasury (Market); +2 / +25% Gold, and 2 Merchant specialist slots. Also adds +1 Gold per incoming Trade Route Trade Route, and +1 Gold for the owner of the Trade Route. Increases Gold output in the Capital.
8. Yusuf ibn Tashfin (Almoravids)
- UA: Defensive Buildings increase Production towards Wonders while at peace and towards Units during war. +2 Food in the Capital for each imported Luxury resource.
- UB1: Riad (Garden); Adds +25% Great People generation in the city. Unlike the Garden it replaces, the Riad yields +2 Culture in a city, and grants additional +4 Tourism upon the discovery of Railroad. City must border a river or a lake.
- UB2: Zellige Mosque (Temple); adds +3 Faith, and also increases a city`s Culture output by 5%. Requires Shrine.
9. Alexios I (Byzantines)
- UA: Earn Golden Age points from promoting or upgrading Units, and Units promoted during a Golden Age receive a random promotion for free.
- UB1: Basilica: Adds +3 Culture and +2 Faith. Contributes +100 Gold to the treasury when Byzantium enters a new Era.
- UB2: Hippodrome; Adds +2 Happiness and Gold. Mounted units trained in a City with a Hippodrome recive the `Shock I` Promotion (+15% Combat Strength when fighting in open Terrain). Requires +1 [ICON_RES_HORSE] Horse resource to construct.
10. Urban II (Papal States)
- UA: When a Great Prophet spawns, a Missionary appears at the Capital. Missionaries heal nearby units each turn; Inquisitors give nearby units XP each turn while in enemy lands. Earn Faith from kills. Note: each Missionary can only heal 1 unit / turn, and Inquisitor XP boost has 50% chance to kill unit, only total 3 heals/XP awards per turn
- UB1: APOSTOLIC PALACE (Palace). Adds +3 Production, Science, and Gold, and +1 Culture. Also has 3 Great Work of Art slots and +5 City Defense. Missionaries from this city may spread a religion 3 times instead of 2. Connecting other cities to the Capital by Road will produce additional Gold
- UB2: Baptistery. (Temple). Adds +1 Culture, Faith, Gold, and Happiness. Also has 1 Great Work of Art slot. Upon the birth of a Great Prophet, each Baptistery will generate +25 points toward the next Golden Age.[ Unlike the Temple it replaces, the Baptistery becomes available on the discovery of Theology.
- UB3: Ecclesiastic Court (Constabulary). Adds +3 Faith and Happiness. +25% religious pressure emanates from this city. Also has 2 Great Work of Art slots.[ Requires the Grand Temple in the City.
11. Roger I (Kingdom of Sicily)
- UA: Religions increase the Gold and Culture output of international trade routes. Coastal cities yield +1 Gold, doubled if they are conquered cities.
- UB1: Qanat (Aqueduct). 40% of Food is carried over after a new Citizen is born. Additionally, Workers in the City are 10% faster than normal and the City also recieves +15 extra Hit Points. Construction speed of Farms and Plantations near the City is doubled.
- UB2: Wine Cellar (Bank replacement). +2 / 5% Gold, +2 Happiness, and 2 Merchant Specialist slots. Also adds +3 Gold on worked Wine tiles. Trade Routes originating from this city have a 30% increase in range and produce an additional 2 Gold when connecting to another civilization. City must have a Market. Requires a nearby worked Bananas, Citrus, Spices, Sugar, Wheat, or Wine tile. The Wine Cellar cannot provide more [ICON_HAPPINESS_1] Happiness than there are Citizens in a City.
- UA: If starting the turn at below half health, Units get +50% attack bonus, and heal +25 health after killing enemy unit. Jerusalem Units killed in battle generate Culture. Free Great General with every new Era.
- UB1: Chapter House (no equiv). Adds +10 XP for all Units trained in the City, and +10% Production for Land Units. These Land Units receive the `Crusader` Promotion, which is a special promotion that awards a specific capability after the Unit`s first battle, chosen at random.
- UB2: Templar House (Bank). Adds +5 / 10% Gold, along with 2 Merchant Specialist slots. Land trade routes originating from this city have a 25% increase in range and produce an additional 1 Gold when connecting to another civilization. City must have a Market. Limit 5 for the Kingdom of Jerusalem
Jerusalem Parade Photo:
Each civ has 10-12 custom units, as well as 2 unique buildings. Civilopedia is populated, so you can find out more information there.
Civ Pack includes some purchase only Mercenary units as well (3x "Western" Mercs available to a limited number of civs, 3x "Eastern" Mercs, and 3 normal Merc units available to all civs):
Scenario expected in the next couple of weeks. Enjoy!