Welcome to Anno Domini Classic: the demo. There are twelve civs in the demo version - chosen purely because they were the first twelve I completed. There are other civs that are almost complete.
PLEASE NOTE: THIS DEMO HAS BEEN DISCONTINUED; A NEW VERSION IS DUE SOON. LINKS/PICTURES HAVE BEEN DELETED.
Whilst all the leaderheads (I think) have been made available previously, there are a couple of unreleased units lurking in here .
Here are the twelve civs along with their "specialties":
Anglo-Saxons
Leader : Alfred the Great
Organised, Industrious
UU : Sokesman
Ring-giver (citizen) : +1 tax/+1 corruption-lowering
Thatcher (citizen) : +1 tax/+1 building
Warrior Hall (era 1) : obsolete units can be upgraded at half price
Shire Moot (era 1) : courthouse which never expires, but requires tar in city radius
Buhr (era 1) : walls that can be built in any size city
Sutton Hoo (era 2) : burial mound in every city
Hnefatafl hall (era 3) : +1 happy citizen
Beowulf (era 4) : sokesman every 5 turns
Seafarer (era 4) : +2 movement for naval units
Carthage
Leader : Queen Dido
Organised, Seafaring
UU : Merchant ship
Carthaginian dock : available from start; requires tar in city radius/coastal installation : +50% tax output
Cothon (era 1) : harbour/drydock/commercial dock/free of upkeep costs
Lighthouse (era 1) : +1 naval units/safe sea travel
Double harbour (era 2) : +2 movement for naval units/veteran ships from its city
Carthaginian market (era 2) : marketplace required : marketplace in all cities on continent
Celtiberians
Leader : War chief Moericus
Warlike, Spiritual
UU: Celtiberian horseman
Celtiberian cattle farm (era 1) : size 2 city/granary (no upkeep) - only requires access to cattle, not cattle in city radius
Druid's grove (era 1) : +1 happy citizen/doubles sacrifice
Moericus' cavalry (era 1) : Celtiberian horseman every 5 turns
Workers are 120% efficient
All era 2 ground units are invisible
Dacia
Leader : King Burebista
Organised, Stable
UU: Falxman
Magistrate (citizen) : +2 corruption-lowering
Burebista's residence (era 1) : courthouse which doesn't expire
Burebista's palace (era 1) : Forbidden Palace/+50% tax output/+50% luxury output
Dacian sanctuary (era 2) : +1 content face
Zalmoxis' resurrection (era 3) : Forbidden Palace/Dacian sanctuary in every city on the continent
Tarabostes trade centre (era 4) : Forbidden Palace/+1 trade in every trade-producing square
Burebista's library (era 4) : Forbidden Palace/+2 free advances
Florence
Leader : Statesman Lorenzo di Medici
Spiritual, Seafaring
UU : Crossbowman
Florentine merchant (citizen) : +3 taxes
Florentine patron (citizen) : +3 science; +1 tax
House of Medici (era 1) : bazaar in every city
Trading post (era 2) : works like an airport
Medici bank (era 3) : pays for all trade installations
Boboli gardens (era 4) : +4 happy citizens locally/+1 happy citizen in every other city
Il Duomo (era 4) : requires church + marble/+2 happy citizens in every city
Goths
Leader : Warlord Theodoric
Warlike, Stable
UU : Goth marauder
All era 2 and era 3 foot units : +1 HP
Worker action : build border fort : acts like radar tower
Goth barracks (era 1) : barracks without an upkeep cost
Mausoleum of Theodoric (era 1) : units can heal in enemy territory
Stockade (era 1) : walls which can be built in any sized city/120% strength of normal walls
Huns
Leader : Emperor Attila
Warlike, Organised
UU : Horde
Nomad is not available to build; however, horseman available with warrior code
All era one and era two horsemen +1 HP/blitz/20% cheaper/do not require horses/3 movement
Stable (era 1) : barracks with free upkeep; also reduces war weariness
Medical tent (era 1) : Allows healing in enemy territory (obsolete with Medicine)
Spoils of war (era 1) : +1 trade in each trade-producing tile
Hun academy (era 1) : Halves unit upgrade cost
Illyria
Leader : Queen Teuta
Agricultural, Seafaring
UU : Illyrian raider
Illyrian harbour (era 1) : veteran ship units/allows water trade (most civs get veteran ship units in era 3 with the dry dock)
Illyrian dock (era 1) : increases water trade (most civs get the commercial dock in era 4); requires Illyrian harbour
Fisherman (era 1) : increases food in water; requires Illyrian harbour
Safe sea travel for all ships
All era two and era three ground units have amphibious attack
All era two and era three ships have hidden nationality
Nubia
Leader : Queen Amanishabheto
Agricultural, Warlike
UU : Medjai archer
All Nubian land units can be built without access to resources
Nubian archery range (era 1) : requires timber in city radius : barracks/increases defence level of city by 25%; no upkeep
Nubian stable (era 1) : requires horses in city radius : barracks/reduces war weariness/no upkeep
Nubian pyramids (era 1) : doubles defences/doubles combat vs barbarians/barracks
Amanishabheto's palace (era 1) : +1 trade in every trade-producing square/+50% tax output/+50% luxury output
Rome
Leader : Emperor Trajan
Industrious, Stable
UU : Legionary
Roman prefect (citizen) : +1 corruption-lowering
Barber (era 1) : can conduct spy missions (the only civ that can)
Mithrarium (era 2) : reduces war weariness
Triumphal arch (era 2) : halves unit upgrade cost (obsolete with Urbanism)
Caracalla's bathhouses (era 3) : bathhouse in every city on the continent
Circus Maximus (era 3) : hippodrome in every city
Commodus' lion tamers (era 3) : doubles effectiveness of colosseums
Constitutio Antoniniana (era 4) : +1 happy face in all cities/+50% tax output/veteran ground units
Bacchanalia (era 4) : +6 happy faces in the city in which it's built
Slavs
Leader : King Samo
Agricultural, Stable
UU : Wagon
The Slavs can build a wagon from the start of the game; this replaces the nomad and settler; it requires only 2 citizens, moves 2 each turn and has defensive capability. It is also the same cost as the settler (30 shields), which is half the cost of the nomad.
This is the only advantage the Slavs have: is it enough?
Sparta
Leader : King Agis
Warlike, Industrious
UU : Spartan officer
Greek barracks (era 1) : barracks with no upkeep cost
Statue of Zeus (era 1) : reduces war weariness in all cities/veteran ground and naval units in home city
Great lighthouse (era 1) : safe sea travel/+1 ship movement
Agoge (era 1) : halves unit upgrade cost
Peltast (era 1) : replaces both the archer and horseman; it has the archer's strength and the horseman's speed with no resources required
All era two ground units have +1 hit point and cost 20% less than their contemporaries
Oracle (era 2) : requires marble in city radius; +1 happy citizen in all cities/doubles effectiveness of shrines (shrines can only be built in cities with incense in the city radius)
Agora (era 3) : requires marketplace and wheat in city radius; effects of courthouse/+50% tax output/+1 happy face
Agoranomos citizen (era 3) : +1 tax/+1 corruption lowering
Olympics (era 4) : +2 happy people in every city
Achaean league (era 4) : creates an Argean ally every 5 turns (slightly better defensively than a pikeman, but slightly worse offensively)
PLEASE NOTE: THIS DEMO HAS BEEN DISCONTINUED; A NEW VERSION IS DUE SOON. LINKS/PICTURES HAVE BEEN DELETED.
Whilst all the leaderheads (I think) have been made available previously, there are a couple of unreleased units lurking in here .
Here are the twelve civs along with their "specialties":
Anglo-Saxons
Leader : Alfred the Great
Organised, Industrious
UU : Sokesman
Ring-giver (citizen) : +1 tax/+1 corruption-lowering
Thatcher (citizen) : +1 tax/+1 building
Warrior Hall (era 1) : obsolete units can be upgraded at half price
Shire Moot (era 1) : courthouse which never expires, but requires tar in city radius
Buhr (era 1) : walls that can be built in any size city
Sutton Hoo (era 2) : burial mound in every city
Hnefatafl hall (era 3) : +1 happy citizen
Beowulf (era 4) : sokesman every 5 turns
Seafarer (era 4) : +2 movement for naval units
Carthage
Leader : Queen Dido
Organised, Seafaring
UU : Merchant ship
Carthaginian dock : available from start; requires tar in city radius/coastal installation : +50% tax output
Cothon (era 1) : harbour/drydock/commercial dock/free of upkeep costs
Lighthouse (era 1) : +1 naval units/safe sea travel
Double harbour (era 2) : +2 movement for naval units/veteran ships from its city
Carthaginian market (era 2) : marketplace required : marketplace in all cities on continent
Celtiberians
Leader : War chief Moericus
Warlike, Spiritual
UU: Celtiberian horseman
Celtiberian cattle farm (era 1) : size 2 city/granary (no upkeep) - only requires access to cattle, not cattle in city radius
Druid's grove (era 1) : +1 happy citizen/doubles sacrifice
Moericus' cavalry (era 1) : Celtiberian horseman every 5 turns
Workers are 120% efficient
All era 2 ground units are invisible
Dacia
Leader : King Burebista
Organised, Stable
UU: Falxman
Magistrate (citizen) : +2 corruption-lowering
Burebista's residence (era 1) : courthouse which doesn't expire
Burebista's palace (era 1) : Forbidden Palace/+50% tax output/+50% luxury output
Dacian sanctuary (era 2) : +1 content face
Zalmoxis' resurrection (era 3) : Forbidden Palace/Dacian sanctuary in every city on the continent
Tarabostes trade centre (era 4) : Forbidden Palace/+1 trade in every trade-producing square
Burebista's library (era 4) : Forbidden Palace/+2 free advances
Florence
Leader : Statesman Lorenzo di Medici
Spiritual, Seafaring
UU : Crossbowman
Florentine merchant (citizen) : +3 taxes
Florentine patron (citizen) : +3 science; +1 tax
House of Medici (era 1) : bazaar in every city
Trading post (era 2) : works like an airport
Medici bank (era 3) : pays for all trade installations
Boboli gardens (era 4) : +4 happy citizens locally/+1 happy citizen in every other city
Il Duomo (era 4) : requires church + marble/+2 happy citizens in every city
Goths
Leader : Warlord Theodoric
Warlike, Stable
UU : Goth marauder
All era 2 and era 3 foot units : +1 HP
Worker action : build border fort : acts like radar tower
Goth barracks (era 1) : barracks without an upkeep cost
Mausoleum of Theodoric (era 1) : units can heal in enemy territory
Stockade (era 1) : walls which can be built in any sized city/120% strength of normal walls
Huns
Leader : Emperor Attila
Warlike, Organised
UU : Horde
Nomad is not available to build; however, horseman available with warrior code
All era one and era two horsemen +1 HP/blitz/20% cheaper/do not require horses/3 movement
Stable (era 1) : barracks with free upkeep; also reduces war weariness
Medical tent (era 1) : Allows healing in enemy territory (obsolete with Medicine)
Spoils of war (era 1) : +1 trade in each trade-producing tile
Hun academy (era 1) : Halves unit upgrade cost
Illyria
Leader : Queen Teuta
Agricultural, Seafaring
UU : Illyrian raider
Illyrian harbour (era 1) : veteran ship units/allows water trade (most civs get veteran ship units in era 3 with the dry dock)
Illyrian dock (era 1) : increases water trade (most civs get the commercial dock in era 4); requires Illyrian harbour
Fisherman (era 1) : increases food in water; requires Illyrian harbour
Safe sea travel for all ships
All era two and era three ground units have amphibious attack
All era two and era three ships have hidden nationality
Nubia
Leader : Queen Amanishabheto
Agricultural, Warlike
UU : Medjai archer
All Nubian land units can be built without access to resources
Nubian archery range (era 1) : requires timber in city radius : barracks/increases defence level of city by 25%; no upkeep
Nubian stable (era 1) : requires horses in city radius : barracks/reduces war weariness/no upkeep
Nubian pyramids (era 1) : doubles defences/doubles combat vs barbarians/barracks
Amanishabheto's palace (era 1) : +1 trade in every trade-producing square/+50% tax output/+50% luxury output
Rome
Leader : Emperor Trajan
Industrious, Stable
UU : Legionary
Roman prefect (citizen) : +1 corruption-lowering
Barber (era 1) : can conduct spy missions (the only civ that can)
Mithrarium (era 2) : reduces war weariness
Triumphal arch (era 2) : halves unit upgrade cost (obsolete with Urbanism)
Caracalla's bathhouses (era 3) : bathhouse in every city on the continent
Circus Maximus (era 3) : hippodrome in every city
Commodus' lion tamers (era 3) : doubles effectiveness of colosseums
Constitutio Antoniniana (era 4) : +1 happy face in all cities/+50% tax output/veteran ground units
Bacchanalia (era 4) : +6 happy faces in the city in which it's built
Slavs
Leader : King Samo
Agricultural, Stable
UU : Wagon
The Slavs can build a wagon from the start of the game; this replaces the nomad and settler; it requires only 2 citizens, moves 2 each turn and has defensive capability. It is also the same cost as the settler (30 shields), which is half the cost of the nomad.
This is the only advantage the Slavs have: is it enough?
Sparta
Leader : King Agis
Warlike, Industrious
UU : Spartan officer
Greek barracks (era 1) : barracks with no upkeep cost
Statue of Zeus (era 1) : reduces war weariness in all cities/veteran ground and naval units in home city
Great lighthouse (era 1) : safe sea travel/+1 ship movement
Agoge (era 1) : halves unit upgrade cost
Peltast (era 1) : replaces both the archer and horseman; it has the archer's strength and the horseman's speed with no resources required
All era two ground units have +1 hit point and cost 20% less than their contemporaries
Oracle (era 2) : requires marble in city radius; +1 happy citizen in all cities/doubles effectiveness of shrines (shrines can only be built in cities with incense in the city radius)
Agora (era 3) : requires marketplace and wheat in city radius; effects of courthouse/+50% tax output/+1 happy face
Agoranomos citizen (era 3) : +1 tax/+1 corruption lowering
Olympics (era 4) : +2 happy people in every city
Achaean league (era 4) : creates an Argean ally every 5 turns (slightly better defensively than a pikeman, but slightly worse offensively)