Varlin Saliptor
Does not hate the future.

This is going to be a completely original fantasy mod, based on nothing but whims and the created world of Cray.
If any of you have clicked the link in my signature, you would have seen that I am currently struggling through the writing of a novel. I have created a world filled with its own races, religions, governments, legends and geography. I thought that they would fit perfectly into a Civ mod. That is what I intend to do.
There will be 8-10 civilizations, all drawing from Medieval references and such. If the first one goes well, I may consider an expansion, including scenarios and a whole other continent to explore, with the civs to compliment, of course.
The mod is set in the middle of what we would call the Dark ages, and runs until just after the advent of gunpowder weapons.
NOTE: The Agricultural traits has been renamed to "Elflike" to symbolize a deep connection with nature
The Civilizations:
Rea (sounds like "ray")
Leader: Emperor Ordic Favestel
Traits: Militaristic, Scientific and Religious
UU: Rean Legion
Turab (Or Turabi...these are the elves)
Leader: Queen Illyia
Traits: Scientific, Elflike and Seafaring
UU: Turabi Bowman
Sul-Algar (Sool-Al-garr)
Leader: Sultan Vileck Roundstone
Traits: Militaristic, Industrious, Scientific
UU: Sul-Algan Swordmaster
Seyt (Sait)
Leader: Tribidir Bartimeus Blackrowan
Traits: Seafaring, Commercial and Religious
UU: undecided
Elevest
Leader: Lord Protector Tristius
Traits: Elflike (though they are human), Industrious and Scientific
UU: Plains Warrior
Dwarren (Dwarves, of course)
Leader: Chief Miner Gregil
Traits: Scientific, Industrious and Commercial
UU: Dragon Rider
Rova
Leader: Empress Trisim Cho'cot Bol Surri
Traits: Expansionist, Militaristic and Religious
UU: "Magic Lance" (early gunpowder unit)
Algar-rath
Leader: Lord Protector Amon-Tai
Traits: Industrious, Scientific and Religious
UU: undecided
There are a few other minor civilizations to be added still, as well as units. I am working on this on my laptop, which ATM, does not have internet access, so i will be posting screenshots when I get a chance to take them and transfer them to this machine.
This is the map which will be used. It is 130x130, in case any green axe-men are wondering:

The map is a modified version of this one:

Civ Specific Wonders
Similar to the "Being..." techs in DyP/RaR, I have given each civilization a tech with their name. This tech will be the prerequisite (along with a researchable tech) for an unneeded one which will allow the creation of that Civilization's wonder.
For Instance, Rea will build the "Tale of Jagon and Lurg", which is similar to the Heroic Epic, but in addition produces a special (thus far, undecided) unit every 10 turns.
Mercenaries - (World Map Only)
By creating a special resource that all civs can see but only one has access to (I.E., under their capital), it is possible to create "mercenary" units by trading that resource with other civs.
Even if that city is captured, the unit can still be built, signifying the remnants of culture remaining in the area or the people's way of thinking.
In addition, each Mercenary will also have an "ignore movement cost" which is dependent upon what area the civilization is originally from. However, this bonus will not be listed in Civilopedia
Teleportation
Yes, that's right, teleportation. However, I will not be using the "cracked editor" to achieve to this. Players will instead be able to build "hotspots" or "hubs" of some sort in cities, and "portals" will be able to be built along the country-side. This will be the airfield feature, just re-named. There will be special units that will be able to do this, however, and they will be the only ones capable of doing so.
Governments
The Xenophobic flag will be used many times, to show that each of these governments is vastly different from each other. There are, to name a few:
Triac Ascension: Three "nobles" compete for the position of absolute. This gov will have a low war-weariness and forced labor and will be xenophobic. Only available to Seyt.
Dual Monarchy: The King and Queen rule with equal power, each making their own decisions without consulting the other. However, they will usually agree to act in the country's best interest if their ideas conflict. This gov will have a mid-level war-wariness and paid labor. Only available to Turab.
New Terrain
Jungle will not have any place in this scenario. Therefore, I have edited said graphics so that they are now forest. They will be heavier forest, and give additional resources that regular forest will not. (These resources will come in handy during the scenario part, as they are mainly magical).
There will be a few traversable rivers in this scenario!! The only problem is that they will be labeled "Coast"...or perhaps I could change that to "Shallows", thus making it more generic.
Civiliopedia
As some of you may or may not know, the world that this Mod is based on is the same world that is the setting for my book. As such, I have in-depth histories and legends that will influence the different civilizations, leading to very (hopefully) interesting civilopedia entries for Civs, Units and Wonders.
Religions
There are three major religions in this area of Cray.
Northern Marduan
Southern Marduan
Rovan
Northern Mardu (Rea, Seyt, Algarrath, Sul-Algar and the Elves) are polytheistic, with the chief God being named Nav.
Rovans are monotheistic, worshipping one god named Xant (this was planned before Zelda: Twilight Princess came out, just in case you are wondering...
Southern Marduans (Elevest and The Dwarves) are monotheistic as well, but worship a God named Zaros.
Depending on the religion, civs will be able to build a Temple to Nav, Temple to Xant or a Temple to Zaros. These will allow the creation of other improvements later, plus a few other things...
More updates to follow....