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The First Crusade Civ Pack V0.0

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)
  • 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.
12. Baldwin of Boulogne (Kingdom of Jerusalem)
  • 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

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Jerusalem Parade Photo:

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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):

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Scenario expected in the next couple of weeks. Enjoy!
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