Bonyduck's Civ Dump

Bonyduck Campersang

Not staring into the distance
Joined
Dec 11, 2022
Messages
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This is intended primarily as a sort of documentation or testimony of my civ designs, which may or may not find fruition in future released mods

Let no one say I stole their design

I am slow to mod, and I do not always have the time for so, so it will certainly happen that by the time I release a mod civ someone else will have released the same civ with similar components or design by then.

On the other hand I am very liberal with my own designs, so if anyone wants to take anything from here, they are very welcome to do so, but I reserve the right to release my mods the way I intend them to be released

also note these designs are not final
 
Spoiler Kashmir - Didda :

Catherine of Kashmir (Unique Ability): Spies provide Golden Age points when working in foreign cities, and reduce Unhappiness when working in Kashmiri cities.

Kampanesa (Unique Unit): Replaces the Great General. Increases Happiness when garrisoned within a city, and increases Gold yields during a Golden Age and acts as a spy in thwarting enemy spies.

Math (Unique Building): Replaces Temple. +2 Faith, +2 Happiness. Allows purchase of religious units with Gold.


Spoiler Kashmir - Lalitaditya :

Jewel of the Himalayas (Unique Ability):
Mountains provide +2 Gold and +1 Culture to adjacent tiles. Cities founded next to Rivers or Mountains gain +10% Production towards Wonders and generate Great Writer Points when a Wonder is completed.

Spalapati (Unique Unit):
Replaces the Knight. Ignores terrain movement penalties and gains +15% Combat Strength on Hills or adjacent to Mountains. Acts as a Great General when stationed in a city.

Vihara (Unique Building):
Replaces the Temple. Provides +2 Faith, +1 Culture, and has a Writer specialist slot. If built in a city adjacent to a Mountain, it also grants +1 Science and additional +1 Culture.


Spoiler Baltiyul - Ali Sher Khan :

Little Tibet (Unique Ability): Worked tile adjacent to a Mountain yield extra +2 Faith. All units gain +1 Movement when starting turn next to a Mountain, and Combat Units heal by a small amount when ending turn next to it.

Kharpon (Great General): Replaces the Great General. +15% Combat Strength to friendly units within a range of 4 tiles. Boosts Faith yields when stationed in a city.

Polo Ground (Unique Building): Replaces the Circus. +2 Happiness. +10 XP to newly-trained Mounted Units in this city. Must have a connected Horses resource.


Spoiler Ladakh - Sengge Namgyal :

??? (Unique Ability)

Palkhar (Unique Building):
Replaces the Temple. Base +2 Faith, and extra +1 Faith and +1 Culture for every Mountain tile within 4 tiles of this city.

Gompa (Unqiue Building): Replaces the Temple. Base +2 Faith, and extra +1 Faith and +1 Culture for every Mountain tile within 4 tiles of this city.
ALTERNATIVE: Replaces the Temple. +2 Faith. Provides a burst of Great Writer points upon completion. Contains 1 Great Work of Writing slot.
ALTERNATIVE: Replaces the Library. +1 Science for every 2 Citizens in this city. +1 Great Writer points for every Mountain tile within 4 tiles of this city. Contains 1 Great Work of Writing slot.
 
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Spoiler Akwamu - Ansa Sasraku :

Dominion of the Volta (Unique Ability:
Units ignore movement cost due to Jungle and River. Double XP from combat in Jungle or when attacking across river.

Brafu/Obrafo'o/Obirempon/Omanhene (Unique Unit):
Replaces the Great General. When an enemy city captured is within its range, gain Gold based on the population lost.

Okomfo'o (Unique Unit): Replaces the Inquisitor.


Spoiler Kaabu - Sala Sane :

Serpent Lords (Unique Ability): Cannot found or follow a Religion. However, Faith yields from cities increase production towards military units, provide Great General and Great Writer points, increase Happiness, and increase Culture yields. During a WLTKD, gain GPT equal to the city's Faith output.

Nyancho (Unique Unit): Replaces Knight. When stationed in a city, passively trains another Nyancho.

Tamba Didi Shrine (Unique Building): Replaces the Shrine. +1 Faith. Grants land units trained in this city the Tabo Fruit promotion.


Spoiler Mamluks - Baybars :

Father of Conquests (Unique Ability): Receive either a burst of Faith or a free Great General upon capturing a city, as well as starting a WLTKD in the capital.

Tawashi (Unique Unit): Replaces the Knight. +1 extra Movement. +25% combat strength against other mounted units.
ALTERNATIVE: Gains a free Promotion upon killing an enemy Great General or mounted unit.

Cat Garden/ Rawdat al-Qitat (Unique Building): Replaces Garden. +2 Faith and +2 Happiness.


Spoiler Seljuq - Alp Arslan :

Battle of Manzikert (Unique Ability): Killing an enemy unit gives a chance of killing a nearby Great General. Killing an enemy Great General grants Golden Age points.

Oghuz Horseman (Unique Unit): Replaces the Knight. Weaker, but has extra 2 movement when starting on flat terrain. Auto-heals when ending turn adjacent to another Oghuz Horseman.

Qadi (Unique Unit): Replaces the Missionary. Acts as a Courthouse when stationed in a city following your capital's religion.


Spoiler Rum - Kayqubad I :

Sultans of Rome (Unique Ability): Buildings are cheaper to purchase during Golden Ages. Capturing an enemy city grants a temporary boost to unit production in all cities.

Darüşşifa (Unique Building): Replaces the Hospital. Unlocked earlier. +2 Happiness. 1 Scientist slot.

Tersane (Unique Building): Replaces the Shipyard. +15% Production towards naval units. Naval units receive an extra promotion when built when a Great Admiral is garrisoned in the city.

Han (Unique Building): Replaces the Caravanserai. Increases trade route capacity by 1. Extra Merchant slot for every road connection.

Alp (Unique Unit): Replaces the Great General. Units within its range increase production towards land units in the nearest city for every kill.

Akinji (Unique Unit): Replaces the Crossbowman/Knight. Ranged unit with 5 movement points.


Spoiler Shirvan - Ibrahim I :

??? (Unique Ability): Gain Great Writer, Great Artist and Great Musician points each time a building is completed in the capital, more for Wonders.

Naubatiya (Unique Unit): Replaces the Crossbowman. When garrisoned in a city, gains +20% combat strength and double XP from attacking.

Saray (Unique Building): Replaces the Temple. +2 Faith, +2 Culture and 2 Writer slots.


Spoiler Gasa - Soshangane :

Nguni Overlords (Unique Ability): Puppeted cities yield less Unhappiness,and increase production towards military units in the nearest non-puppet city.

Unique Unit: Manga: Replaces the Rifleman. Has greater combat strength when defending.

Unique Unit: Vulandlela: Replaces the ???

Unique Unit: Induna: Replaces the Great General.


Spoiler Xhosa - Hintsa kaKhawuta :

Cattle Wealth (Unique Ability): Additional +1 Production, +1 Food and +1 Faith from Pastures. Production towards military units increased for every worked Pasture in the city.

Unique Unit: Inkonyane: Replaces the Pikeman. Has +1 extra movement normally, upto +2 when in range of a Great General.

Unique Unit: Izanuse: Replaces the Great Prophet. Can heal adjacent units.


Spoiler Massina - Seku Amadu :

Fulani Jihad (Unique Ability): When at war with a civilization following a different religion, Pastures increase Production towards military Units. Capturing a city in such a war provides a burst of Faith and increases Happiness.

Amiru (Unique Unit): Replaces the Great General. Increases Faith yield when garrisoned in a city. Eliminates Unhappiness from occupied cities.
 
Spoiler Ajuran - ??? :

Lords of the Wells (Unique Ability): +20% boost to Production and Gold in cities founded next to a river. +2 Gold for every improved tile next to a river.

Kelliyo (Unique Improvement): Must be built beside a river. Base yield of +2 Food, and +1 Food to every adjacent Farm (does not stack).

Taalo (Unique Building): Replaces the Monument. +2 Culture, and an additional +1 Culture while a military Unit is being trained.


Spoiler Geledi - Yusuf Mahamud Ibrahim :

Hegemony of the Benadir(Unique Ability): Receive Golden Age points each time a trade route is completed. During a Golden Age, Gold from trade routes is doubled.

Warshadda (Unique Building)

Suuq (Unique Building)

Malaq/Malaakh (Unique Unit):
Replaces the Great General. Can expend Faith to heal all adjacent units.

Laashin (Unique Unit): Replaces the Great Writer. Great Works produced by Laashin provide +10% production towards military units.


Spoiler Adal - Ahmad ibn Ibrahim :

Attila of Abyssinia (Unique Ability):
Gain Faith from pillaging and killing enemy units in enemy territory. Can expend Faith to promote units.

Malassay (Unique Unit):
Replaces the Longswordsman. When in enemy territory, fights at full health even when damaged, and heals all friendly Malassay within 2 tiles when killing or capturing an enemy unit.

Garad (Unique Unit):
Replaces the Great General. Units within range of Garad ignore enemy ZoC and passively decrease health of adjacent enemy units.


Spoiler Wassolou = Samori Ture :

Fury of the Faama (Unique Ability: Bonus to military unit production based on Faith yield and population following your Religion. Caravans to and from foreign cities act as Spies for visibility purposes.

Unique Unit: Sofa: Strong offensive unit that replaces the Lancer. +20% combat strength when attacking, and can move after attacking.

Unique Unit: Keletigi: Replaces the Great General. Increases Gold, Faith and Production when garrisoned in a city.


Spoiler Dagbon - Gbewaa :

Scholarly Families (Unique Ability): Increased yields from Specialists, and increased Culture and Science from incoming foreign trade routes for every related Specialist in the city.

Lunsi: (Unique Unit): Replaces the Missionary. Grants a burst of Culture each time it is expended within range of your city.

Sapashina (Unique Unit): Repaces the Longswordsman. Does not require Iron. Starts with extra promotion for every cultural building in the city


Spoiler Ga - Dode Akaabi :

Queen of Accra (Unique Ability): ???

Asafo (Unique Unit) Replaces the Longswordsman. Extra +2 combat strength for every other Asafo within a 2-tile radius.

Asafoatse (Unique Unit): Replaces the Great General. At the end of each turn, heals a random friendly unit within its range.

Gbatsu (Unique Building): Replaces the Shrine. +1 Faith, and provides a burst of faith each time a military unit is trained within the city.
 
Spoiler Vakataka - Pravarasena I :

Samrat (Unique Ability): Faith can be expended to grant +15% combat strength and +2 movement to every military unit for 10 turns (on Standard speed).

Yuddharathah (Unique Unit): Replaces the Chariot. Stronger (8 combat strength vs 6) and ignores movement penalty due to rough terrain.

Chaitya (Unique Improvement): Must be built on Hills or adjacent to Mountain. +2 Faith, +1 Culture, +1 Great Artist points.


Spoiler Himyar - Dhu Nawas :

Sword of Hshm (Unique Ability): Pillaging improvements and razing cities of civilizations with rival religions provides Faith and increases Influence with city-states following the same religion as you.

Yazani (Unique Unit): Replaces the Knight. Generates Great Writer points upon killing and capturing enemy units and from attacking enemy cities.

Qayl (Unique Unit): Replaces the Great General. Generates Great Writer points from combat initiated by friendly units within its range.

Mikrab (Unique Building): Replaces the Temple. +2 Faith, and 2 Writer specialist slots.

Madban (Unique Improvement): Must be built on Hills. +25% defensive Combat Strength for the unit on the tile. Exerts ZoC for enemy units on adjacent tiles even when unoccupied.


Spoiler Kadamba - Ravivarma :

Dharmaraja (Unique Ability):
Shrines and Temples increase Happiness, and when in cities following your religion yield extra Faith and increase unit limit. Religious buildings increase trade route limit.

Unique Unit: Antarapala:
Replaces the Pikeman. Increased combat bonus from fortification and defensive combat.

Unique Building: Mandapika:
Replaces the Bank,but is unlocked earlier. Extra gold for every road connection to this city.


Spoiler Kushan - Kanishka :

Pax Kushana/ Silk Road (Unique Ability): Cities exert increased religious pressure. Gain Great Person points from foreign caravans passing through or stopping at your cities.

Yuezhi Horse Archer (Unique Unit): Replaces the Chariot Archer. Starts with Shock I. Heals faster on flat terrain and has extra +2 Movement when starting on it.

Stupa (Unique Building): Replaces the Temple. +2 Faith, plus +1 Faith, +1 Culture and +1 Gold for every trade route with a foreign city following the same religion.


Spoiler Tukulor - Omar Tall :

Renewer of the Faith (Unique Ability): Capturing a city starts a WLTKD in all cities following your religion.

Alfa (Unique Unit): Replaces the Great General. Has 2 convert charges, which are refreshed when a city is captured within an Alfa's range.

Talib (Unique Unit): Replaces the Rifleman. Weaker, but heals and gains XP twice as fast when adjacent to a friendly Alfa/Great General.


Spoiler Travancore - Marthanda Varma :

Servant of Padmanabha (Unique Ability): +1 Production, +1 Food and +1 Faith from Coastal and adjacent to Lake tiles.

Unique Unit: Nair Brigade: Replaces the Rifleman. Has +2 bonus combat strength for every DoF.

Unique Building: Backwater Canal: Replaces the Windmill. City does not have to be on Hills, but does need to be adjacent to Lake or River. +1 Production and +1 Happiness, and receive a burst of Great Engineer points upon completing.


Spoiler Awadh - Hazrat Mahal :

Begum of Lucknow (Unique Ability): Sporadically receive Great Generals and combat Units when at war, increased for every allied city-state.

Maqbara (Unique Building): Replaces Garden. +25% Great Person Generation, and +2 Culture and +2 Faith for every Great Person expended within 2 tiles of this city since after constructing the Maqbara.

Imambara (Unique Building): Replaces Temple. +2 Faith, +2 Culture, 1 Writer slot.
 
Spoiler Tanukhids - Mavia :

Scourge of the Desert (Unique Ability): Units gain double XP fighting in Desert tiles. Enemy units lose HP every turn they end on a Desert tile in Tanukhid territory.

Camel Lancer (Unique Unit): Replaces the Horseman. Does not require Horses. Has increased Movement in Desert tiles.

Hadir (Unique Improvement): Unlocked at Iron Working. +1 Gold. Friendly units heal and gain XP twice as fast when garrisoned inside a Hadir.


Spoiler Zaragoza - al-Mu'taman :

Mathematician King (Unique Ability): +1 Science and +1 Culture from every Great Work of Writing. +25% boost to Great Scientists and Great Engineers during a Golden Age. Gain a burst of Science when a Wonder is completed.

Aljafería (Unique Building): Replaces the Castle. +2 Culture, and 2 Writer and 2 Artist slots. Toursim after researching Flight.

Hasham (Unique Unit): Replaces the Knight. Within 4 tiles of the capital, does not cost maintenance and has +25% combat strength.


Spoiler Zengids - Nur ad-Din :

Light of the Faith (Unique Ability): Boost to Culture and Production towards land units based on Faith output in cities following your religion.

Qal'at (Unique Building): Land units trained in this city gain +15% combat strength against units of civilizations following a different religion.

Marqad (Unique Building): Replaces the Temple. +2 Faith, +2 Culture, +1 Artist slot.

Askar (Unique Unit): Replaces Knight. Weaker, but can perform a ranged attack.

ALTERNATE Askar (Unique Unit): Replaces the Knight. Has 1 extra movement when starting adjacent to another Askar, and killing enemy units grants extra Great General points.

Tawashi (Unique Unit): Replaces the Knight. Gains double XP from offensive combat.


Spoiler Kashmir - Zayn al-Abidin :

Illumination of the Valley (Unique Ability): +1 Happiness for every Mountain tile. Boost to Great Person points from trade routes with civilizations you have a DoF with.

Nayak (Unique Unit): Replaces the Knight. Extra movement on Roads. Chance of spawning another Nayak upon killing an enemy unit within your territory.

Dranga (Unique Improvement): Unlocked at Civil Service. Must be built on Roads. Increase Line of Sight of garrisoned unit, and provides a small defensive bonus.

Vajra (Unique Unit): Replaces the Cannon. More expensive to produce, but reduces the bombardment strength of an enemy city when within range.


Spoiler Karakhanids - Böritigin :

Illumination of the Steppe (Unique Ability): City-states following your religion sporadically grant free Missionaries and Inquisitors. Cities trading with foreign cities following the same religion have increased Great Person generation.

Karluk Horse Archer (Unique Unit): Replaces the Crossbowman. Weaker, but can fire twice in one turn. +1 extra movement when starting turn on open terrain.

Burana (Unique Building): Replaces the Amphitheatre. +1 Culture for every Religion present in the city. +1 Happiness for every follower of your Religion.


Spoiler Hammadids - al-Nasir ibn Alnas :

Stone in the Desert, Candle on the Sea (Unique Ability): Coastal cities have increased production and Great Person generation for each incoming foreign Cargo Ship. Non-coastal cities have increased growth for each level of defense.

Dar al-Bahr (Unique Building): Replaces the Garden. +5% Great Person generation for every DoF.

Hilalid Ravager (Unique Unit): Unique mounted unit that does not replace anything. Cannot be produced, must be purchased. Weaker than the Knight, but has extra movement on desert tiles and replenishes +1 movement upon pillaging.


Spoiler Qedar - Shamsi :

Queen of the Sun (Unique Ability): Shrines and Temples increase Gold yield and production towards military Units by +33%.

Camel Archer (Unique Unit): Replaces the Chariot Archer. Stronger, does not suffer rough terrain penalty, and does not require Horses.

Faris (Unique Unit): Replaces Arabia's Camel Archer when Qedar is enabled. Starts with Mobile Guard, which provides extra +1 movement, and Zealot Fervour, which gives +25% combat strength when fighting a unit belonging to a civilization following another religion.


Spoiler Lihyan - Gashmu :

Lords of the Caravans (Unique Ability): Happiness and increased Gold from both incoming and outgoing trade routes.

Lion Tomb (Unique Building): Replaces the Monument. +2 Culture, +2 Faith.

Sahl (Unique Unit): Replaces the Inquisitor. Besides the Remove Heresy ability, can also Collect Tahal, which grants Gold based on followers of this religion in the city.
 
Spoiler Almoravids - Yusuf ibn Tashfin :

Call to Jihad (Unique Ability): When at war, city-states following your religion gift military units. +20% Combat Strength near enemy cities that follow your religion.
ALTERNATIVE: Increased supply limit for every city-state ally, more so if follows the same religion as you. Scales every two ages.

Koubba (Unique Building): Replaces Garden. +25% boost to Great Person generation, and doubles the religious pressure from this city.

Paper Mill (Unique Building): Replaces Workshop. 1 Scientist, 1 Writer and 1 Engineer specialist slots.

Lamtuna/Sanhaja Javelinman (Unique Unit): Replaces the Pikeman. Has both ranged and melee attack.


Spoiler Mamluks - Qaitbay :

Patron of Architecture (Unique Ability): Entering a Golden Age grants a free Great Engineer. Expending a Great Engineer hurries production for all non-wonder buildings in the empire, besides its default bonus.
ALTERNATIVE: +25% production towards Wonders during a Golden Age. Golden Ages last longer for every Wonder in your capital.
ALTERNATIVE 2: +25% production towards buildings and Wonders during a Golden Age. Golden Ages last longer for every Wonder in your capital.
ALTERNATIVE 3: Receive a free Great Engineer upon entering a Golden Age. During a Golden Age, the Hurry Production move applies to all cities within the empire.

Nasiri (Unique Unit): Replaces the Knight. Attacks as a ranged unit, but defends as a melee unit.
ALTERNATIVE NAME: Jamdari

Funerary Complex (Unique Building): Replaces the Temple. More expensive to produce, but grants free Walls, Castle, Shrine, Temple, Monument, Amphitheatre and Caravansary if not already present in the city.

Qasaba (Unique Building): Replaces the Market. Besides default bonus of Market, provides +1 Gold for every 2 citizens and +1 Gold for every different type of Luxury Resource.


Spoiler Galilee - Zahir al-Umar :

Olive and Cotton Trade (Unique Ability): Extra +2 Gold, +1 Production from Plantations. Extra trade route for every Olives or Cotton plantation.

Metawali Cavalry (Unique Unit): Replaces the Cavalry. Weaker, but cheaper to produce, and shares XP gains and promotions with any adjacent Metawali.

Khan (Unique Building): Replaces the Caravanserai. Has 2 Merchant slots which increase influence with the nearest city-state when filled.

Multazim (Unique Unit): Replaces the Great General. Adds to Gold yield of Farms and Plantations when garrisoned in a city.

Olive Orchard (Unique Improvement): Unlocked at Calendar. Spawns and connects an Olive resource upon being built.


Spoiler Pallava - Narasimhavarman II :

Builders of the Gods (Unique Ability): Wonders provide +2 Culture and +2 Faith per Era after being built.

Alvar (Unique Unit): Replaces Great Prophet. In addition to founding a Religion or enhancing one, when expended in a friendly city, it grants a bonus to Great Musician, Great Writer, and Great Artist points in that city.

Ratha (Unique Building): Replaces Temple. Provides +2 Culture and +1 Faith for every city connection to a city with a Ratha.


Spoiler Ahom - Suhungmung :

Kingdom of Golden Gardens (Unique Ability): +2 Food from Marshes, and +2 Gold upon researching Economics. Units ignore movement cost and combat malus due to Marshes.

Bachari (Unique Unit): Replaces Galleas. Bonus against land units when adjacent to them. Can move after attacking.

Konwar (Unique Unit): Replaces Musketman. Gains double XP in offensive combat.

Rang Ghar (Unique Building): Replaces the Amphitheatre.

Dol (Unique Building): Replaces Temple.

Maidam (Unique Building): Replaces Monument.

Borpukhuri (Unique Building): Replaces Aquedect. +2 Happiness, +1 Culture. Starts a WLTKD.

Garh (Unique Improvement): Replaces Fort. High defensive bonus to ranged units within the Garh.


Spoiler Pecheneg - Kurya :

Skull-Goblet of Sviatoslav (Unique Ability): Killing an enemy Great General reduces the combat effectiveness of those civ's units for 5 turns (on Standard speed).
OR
Killing an enemy Great General starts a WLTKD in every non-puppet Pecheneg city.

Kangar Horse Archer (Unique Unit): Unique unit that upgrades from Chariot and upgrades to Cavalry. Ranged attack bonus against injured units.

Kangli (Unique Improvement): Defensive bonus to garrisoned units. +2 movement for a unit starting its turn on a Kangli.


Spoiler Zayyanids - Yaghmurasen :

Windows on the Mediterranean (Unique Ability): Cargo Ships have +50% range and gold bonus. Coastal cities start with all available defensive buildings for free.

Funduk (Unique Building): Replaces the Market. +20% Gold from every incoming foreign trade route.

Corsair (Unique Unit): Replaces the Privateer. Can pillage adjacent land improvements, granting a free Citizen in the nearest city if the tile was being worked.
ALTERNATIVE: Can move in foreign territory without need for Open Borders, and can raid cities without needing a DoW, with a chance of stealing a citizen; doing so damages relations and may cause them to declare war.


Spoiler Bahmanids - Mahmud Gawan :

Shadow of the Turquoise Throne (Unique Ability): May recruit Great Persons from allied city-states at the cost of influence.

Gazi Top (Unique Unit): Replaces the Cannon. More expensive to produce, and costs 1 extra maintenance, but is also much powerful than its replacement.

Sarlashkar (Unique Unit): Replaces the Great General. Within its range, siege units have a +20% combat bonus against other units and all units have a +20% attack bonus against cities.

Bidriware Workshop (Unique Building): Replaces the Workshop. Grants a copy of the Bidriware luxury resource. 2 Engineer slots which yield extra +3 Culture each.


Spoiler Saffarids - Ya'qub ibn al-Layth :

Men of Pens and Swords (Unique Ability): Capturing a city grants a burst of either Great Writer, Great Artist or Great Musician points.

Ayyar (Unique Unit): (Name for Zunbil unique unit changed to Bagomarego/Vagamarega.) +30% combat strength when fighting adjacent to another Ayyar. Does not cost maintenance when fortified on a road or in a city.

Aramgah (Unique Building): Replaces the Amphitheatre. Additional +1 Culture, +1 Faith for every city directly connected to this city.
 
Spoiler Mauretania - Juba II :

At the Edge of Empires (Unique Ability): Triple yields from Specialists in cities with foreign trade routes.

Azekka (Unique Building): Replaces the Monument. +2 Culture, +2 Gold. Borders expand when a Great Person is expended within the city's borders.

Mauri Raider (Unique Unit): Replaces the Horseman. Replenishes all movement upon pillaging, but cannot pillage again the same turn.


Spoiler Almohads - Yaqub al-Mansur :

??? (Unique Ability):

Buhaira (Unique Building):
Replaces the Garden.

Adarga Cavalry (Unique Unit): Replaces the Knight. Weaker, but has extra movement on flat land. Heals each turn it does not engage in combat.


Spoiler Akyem - Nana Douka :

??? (Unique Ability):

Kokoto Sniper / Abuakwafo (Unique Unit):
Replaces the Rifleman. Can use a special ability to perform a ranged attack, which takes time to recharge.

Amantoomiensa/Asraafo (Unique Unit): Wohi

Osafohene (Unique Unit): Replaces the Great General.


Spoiler Mysore - Tipu Sultan :

Fathul Mujahedeen (Unique Ability): Increased Science when at war with a technologically superior foe.

War Rocket/Baan-daar (Unique Unit):
Replaces the Gatling Gun. Unlocked earlier at Military Science. Has a range of two tiles, and causes damage to enemy units adjacent to target.

Silhadar (Unique Unit): Replaces the Lancer.

Aramane (Unique Building):
Replaces the Garden. +25% boost to Great Person generation, as well as +3 Culture, +3 Gold, and provides Tourism Points upon researching Flight.


Spoiler Samanids - Abu Ibrahim Ismail :

Persian Renaissance (Unique Ability): Can purchase Great Persons with Culture upon entering a Golden Age. Doing so starts a WLTKD.

Sipahsalar (Unique Unit): Replaces the Great General. Units within its range have a chance of converting barbarian units to your side upon defeating them.

Kitabsiwan (Unique Building): Replaces the Library. Grants Work of Writing slot, which gives a +25% boost to Great Writer, Great Artist and Great Musician points when filled.
 
Spoiler Moldovia - Stephen III :

Athlete of Christ (Unique Ability): Receive a Great General upon war being declared on you. Killing units and capturing cities boosts production towards Shrines and Temples.

Hâstan (Unique Unit): Replaces the Knight. Weaker, but has powerful offensive bonus against Knight and Lancer units. +1 extra movement.

Cetat (Unique Building): Replaces the Castle. Greater defense against melee attacks. Grants a burst of faith for every unit killed within 4 tiles of the city.


Spoiler Baloch - Mir Chakri Rind :

??? (Unique Ability): Gain Great Artist, Great Writer or Great Musician points when a Baloch unit kills an enemy unit or is itself killed within your territory. Gain 30% of the total Gold income of foreign caravans when they pass through territory.

Sardar (Unique Unit): Replaces the Great General. Along with +15% combat ability, units within 2 tiles of a Sardar ignore movement costs due to terrain, and a unit on the same tile as a a Sardar fights at full strength even when damaged.

Marri Warrior (Unique Unit): Replaces the Rifleman. Can move after attacking if on or adjacent to a desert or hill. 25% combat ability when defending when on or adjacent to desert and hill.

Gabarband (Unique Unit): Replaces Aqueduct. All farms in the city provide extra +1 food yield.

Orchard (Unique Improvement): Can be built on grasslands at least 2 tiles within a freshwater source. Two orchards cannot be built co-adjacently. Improves tile yield by +2 food, with a chance of providing a Luxury Fruit (luxury resource)
Luxury Fruits: Dates, idk


Spoiler Circassia - Inal Nekhu :

Twelve Tribes (Unique Ability): Units always fight at full strength in home territory. Units of the same tribe have an adjacency combat bonus.

Hakuch (Unique Unit): Replaces the Rifleman. Has no movement penalty in Hills and Forest, and has a chance of getting a critical strike upon being killed in melee combat.

Sashko Cavalry (Unique Unit): Replaces the Lancer. Has no movement penalty in Hills and Forest, and deals extra damage to already damaged units.


Spoiler Novgorod - Marfa Boretskaya :

Fur Traders (Unique Ability): Double the Gold from trade routes between cities adjacent to Rivers. Trade route limit increases for every improved Luxury Resource (only once per Luxury Resource).

Tysyatsky (Unique Unit):
Replaces the Great General. Increases unit support limit by +3, and grants +2 Happiness when garrisoned in a city.

Detinets (Unique Improvement): Provides defensive bonus to garrisoned unit, and Gold each time a Caravan crosses through or adjacent to the Detinets.


Spoiler Tanjore - Ragunatha Nayak :

Patron of the Arts (Unique Ability):
Using a Great Person ability within range of a city increases points for that Great Person type, and using it anywhere starts a WLKD in all your cities.

Dalavay (Unqiue Unit): Replaces the Great General. Enemy units killed within his range grant Great Writer or Great Musician points.

Agrahara (Unique Building): Replaces the Temple. Reduces purchase cost of religious units for every trade route to this city.


Spoiler Bambara - Biton Coulibaly :

Golden Axe (Unique Ability): Capturing a city grants a burst of Great General points. Half of the XP earned by a unit in combat is gained by all friendly adjacent units.

Ton Dyon (Unique Unit): Replaces the Knight. Has +100% Flanking bonus with other Don Tyon units and acts as a Great General for other mounted units.

Tata (Unique Improvement): Replaces the Fort. Garrisoned units gain XP and heal at twice the normal rate.

Boliw (Unique Building): Replaces the Shrine.


Spoiler Sindh - Nizamuddin II :

Children of the Indus (Unique Ability): Floodplains yield extra +1 food. Cities receive bonus to first three productions when settled adjacent to river.

Barja (Unique Unit): Replaces Trireme. Upon killing an enemy unit or looting a cargo ship receive a citizen in your capital.

Necropolis (Unique Building): Replaces Monument. Grants +1 culture at first, which increases by 1 for every Great Person expended or killed within 4 tiles of the city.

Dargah (Unique Building): Replaces Temple. All Holy Sites in city provide +5 culture.
 
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