Gojira54
The folly of Man
Destiny Reborn
A new mod in development ... again. I had started this mod many years and seemingly lifetimes ago. The sands of time have erased all of the old from my computer, so I have restarted it anew. If you wish to read the old discussion thread, you can find it here: https://forums.civfanatics.com/threads/wip-destiny-reborn.521575/
The intent of this mod is to explore Human Nature, and the theme that history repeats itself. I've worked hard to make gameplay different and unique every time you play, with a number of factors making the strategy needed for each tribe to be a little different.
Destiny Reborn starts off with your Tribe waking up in the middle of nowhere, with no idea where you are or how you got there. Nobody can remember anything, other than their names and how to speak in their native tongue; and buried deep in their subconscious, some inkling of their cultural heritage. Wild animals are everywhere, and from the evidence, some of them must be quite large. The game starts with each Tribe having gathered on a likely good starting point, and having already decided on whom is the best leader, who are the best fighters, and who are the smartest.
The tech tree will more or less follow our historical one - with some unique ones thrown in - but will start earlier than the base game, at Hunting and Gathering, and will progress at a slower pace until somewhere in the middle ages. One of the most advanced techs you can get in the late fourth era is Gunpowder.
The alternative way to win the game is to discover what happened - where did everyone come from, how did they get here, etc. Clues will be uncovered as the game progresses, and once you have discovered them all (late fourth era), you win the game - if you can survive that long.
In terms of new concepts, Religion is being utilized in a way that has not been done before. Flavors are put to use. Various aspects of each culture will come into play - preferred style of Government, Religion, preferred foods, sigils, attitudes towards alcohol and piracy, etc. While the Tech Tree has a common trunk for all Tribes, each Tribe, culture group, and trait will have a unique branch on that trunk. Fermentation and cooking recipes will have a place in-game. Pollution has been renamed disease, and some improvements have a chance of causing an outbreak. Each Tribe will have a unique Feast that requires the correct ingredients, technologies, and in some cases locations needed.
All new:
30 playable Tribes
5 Governments
7 Religions
51 Resources
Countless Tribe, Trait, Culture Group, Government, Religion, and Resource-specific Units.
Aspects
Tribes have the ability to build some human units that have been trained with aspects of their sigil
Specialties
In addition to government, trait, sigil, culture group, and religion-based unique gameplay, Tribes will have their own specialty.
Piracy
All Seafaring and Sea Mastery Tribes are capable of minor piracy, but a few will specialize in it. Piracy consists of ships that can capture other ships and amphibious land units.
Starting Techs
All Tribes start with 4 untradable techs - one each for both traits, one for their Culture Group, and one unique to their tribe. This allows maximum flexibility and uniqueness. Religion is handled via Flavors.
Improvements and Wonders (256):
120 Tribe-specific
16 Trait-specific
5 Culture Group-specific
34 Resource-specific
7 Religion-specific
10 "Space Race"-specific
24 Beast-specific
40 Non-specific
Units
In addition to some auto-generated, Trait, Culture-Group, and Tribe-specific units, each tribe will have the following core unit tree with 16 units. The units will have base statistics matching that of the vanilla game, but will then be altered accordingly based on that Tribes Sigil Aspect, and in some cases Specialty:
Worker
Settler
Scout
Catapult
Warrior -> Swordman -> Gunman
Spearman -> Pikeman -> Gunman
Archer -> Gunman
Horseman -> Knight -> Ranger
Canoe -> Boat -> Frigate
You can get more details on units in post #25
Secondary Palaces
The Forbidden Palace and Secret Police HQ have been removed. Instead, each trait will have a unique Small Wonder flagged with Reduces Corruption, and each Culture Group will have a unique Wonder with the same, thus allowing all Civs 2-3 "Forbidden Palaces" while encouraging early expansion (to get the CG one). Each trait-based Small Wonder and Culture Group based Wonder provides Reduced corruption and at least 1 culture, plus the following additional bonuses:
Militaristic - Festival of Blood - Doubles Sacrifice, Reduces War Weariness in every city
Industrious - The Great Forge - +1 Production, Produces Worker every 12 turns
Expansionist - Central Colony - Doubles City Growth Rate, Produces Settle every 18 turns
Scientific - The Great Teachings - +2 Culture, Doubles Research Output
Religious - The Temple of Sacrifice - +3 Culture, Doubles Sacrifice
Commercial - The Great Trade Route - +50% Tax Output, +1 Trade in every tile
Agricultural - Spring Festival - Removes Pop Pollution, City Growth Causes +2
Seafaring - The Great Port - Coastal Installation. Increases Shields in Water, +1 Ship Movement
Great Spirit - The Great Powow - +5 Culture, Doubles Sacrifice, Increases chance of Leader
Artistic Innovation - University of the Arts - +6 culture, Halves Unit Upgrade Cost
Sea Mastery - The Grand Boathouse - Coastal installation. +5 Culture, Produces base boat ever 12 turns, +2 ship movement
Tenacious Grit - Teachings of Survival - +5 Culture, Veteran Ground Units, Increased Army Value
Trade Dynasty - The Great Bazaar - +5 Culture, +50% Tax Output, Pays for all trade installations
Trait and Culture Group-Specific items
In addition to each trait having its own unique Palace Small Wonder, they also each have a unique Citizen and Governor -> Build Often setting. Please note all Tribes will have access to a basic Citizen that works the land, and a Fool who can provide 1 entertainment, plus 1 per trait. Each tribe will also have 4 Build Oftens checked - 2 trait-specific, 1 culture-specific, and 1 unique to that Tribe. They also have a trait-specific unit which can be built if they have access to Wildfolk.
Trait - Citizen - Build Often - Wildfolk Unit
Militaristic - Soldier (1 Lux, 1 Cor, 1 Con) - Off. Land Units - Wild Warrior (+1 HP)
Industrious - Laborer (3 Con) - Production - Wild Builder Worker (+25% rate, cannot Irrigate)
Expansionist - Cartographer (3 Cor) - Settlers - Wild Settler (+1 movement)
Scientific - Wiseman (3 Res) - Science - WIld Scout Researcher (+1 Movement)
Religious - Holy Man (3 Lux) - Happiness - Wild Scout Preacher (Sacrificable)
Commercial - Tradesman (3 Tax) - Wealth - Wild Trade Route Scout (Can Join City)
Agricultural - Farmer (1 Lux, 1 Tax, 1 Con) - Growth - Wild Farmer Worker (+ 34% rate, cannot perform 'Build' functions.
Seafaring - Sailor (1 Lux, 1 Res, 1 Tax) - Naval Units - Wild Canoe (+1 defense, Radar)
Culture group - Build Often
Great Spirit - Workers
Artistic Innovation - Culture
Sea Mastery - Explore
Tenacious Grit - Defensive Land Units
Trade Dynasty - Trade
Resources
Resource - Type - Tech Required - Allowed improvement when in radius (all or most tribes)
Agave - Strategic - Gathering - Agave Plantation (Farming)
<Redacted> - Strategic - <Redacted>
<Redacted> - Strategic - <Redacted>
Bears - Strategic - Hunting - Bear Pen (Domestication)
Big Cats - Strategic - Hunting - Big Cat Pen (Domestication)
Birds - Strategic - Hunting - Aviary (Domestication)
Coffee - Strategic - Gathering - Coffee Plantation (Farming)
Game - Strategic - Hunting - Game Pen (Domestication)
Grain - Strategic - Gathering - Grain Field (Farming)
Horses - Strategic - Hunting - Stables (Domestication)
Iron - Strategic - Mining - Iron Forge (Metalworking)
<Redacted> - Strategic - <Redacted>
Kangaroos - Strategic - Hunting - Kangaroo Pen (Domestication)
Komodos - Strategic - Hunting - Komodo Pen (Domestication)
Livestock - Strategic - Hunting - Farmhouse (Domestication)
Lumber - Strategic - Construction - Woodmill (Construction)
Palm - Strategic - Gathering - Palm Plantation (Farming)
Panda - Strategic - Hunting - Panda Pen (Domestication)
Saltpeter - Strategic - Gunpowder - Gun Shop (Markets, Iron)
Stone - Strategic - Masonry - Quarry (Masonry)
Vegetable - Strategic - Gathering - Vegetable Farm (Farming)
Wasteland - Strategic - NONE
Wolf - Strategic - Hunting - Wolf Pen (Domestication)
Dye - Luxury - Artistry - Dye Plantation (Farming)
Fruit - Luxury - Gathering - Orchard (Farming)
Gold - Luxury - Mining - Jewelry Shop (Markets)
Honeybees - Luxury - Gathering - Apiary (Domestication)
Silkworms - Luxury - Gathering - Silk Farm (Domestication)
Spices - Luxury - Gathering - Spice Plantation (Farming)
Sugarbeets - Luxury - Gathering - Sugarbeet Plantation (Farming)
Tea - Luxury - Gathering - Tea Plantation (Farming)
Dugong - Bonus - Sea Mastery
Sea Turtles - Bonus - Sea Mastery
Wildfolk Camp - Strategic - NONE - Default resource, trait-specific use
Coral - Bonus - Gathering
Fish - Bonus - Hunting
Gators - Bonus - Hunting
Gems - Bonus - Commercial
Kelp - Bonus - Gathering
Oasis - Bonus - Gathering
Shipwreck - Bonus - Shipbuilding
Whales - Bonus - Shipbuilding
Kraken - Bonus - Seafaring
Uninhabitable Isle - Bonus - Shipbuilding
Wildfolk Warrior - Bonus - Militaristic
Copper - Bonus - Industrious
Natural Spring - Bonus - Expansionist
Ancient Structures - Bonus - Scientific
Holy Site - Bonus - Religious
Fertile Lands - Bonus - Expansionist
Here There Be Monsters! - Bonus - Springbok Oewer
It is worth noting that each trait has a unique bonus resource, so all Tribes get at least two each, on top of the resources available to all Tribes. Sea Mastery Tribes get an additional two, for a total of four each. Springbok Oewer has a unique Bonus Resource, for a total of three.
Zoos
Rather than building a traditional (or Great) zoo, each settlement can build a 'pen' for each strategic land animal resource within their radius (excluding Horses and Livestock, which allow the Stables and Farmhouse). There can be multiple (different) pens per settlement, provided there are multiple resources within the radius. Each of these will provide a small boost to culture, happiness, and science. Some will rarely suffer from an escaped animal. This animal will refuse to be caged but is domesticated enough to 'work' for you still. All animal units will have the Hidden Nationality flag enabled. Please note that Baagh Chattaan CAN build these improvements, as they are not using the animals as food. This will apply to:
Bears
Big Cats
Birds
Game
Kangaroos
Komodos
Panda
Wolf
Religion
Each religion will have 1 unique improvement. Improvements each produce +2 culture per turn, +1 Happy Face, +1 Production, and -1 Pollution. They also have a unique attribute as detailed below. These improvements require no resources to build. To reduce the amount of 'cheating' the human player can do, each one of these replacements will replace the others, so you can only have 1 religious improvement per city (you could still have different ones in different cities, unlike the AI players). Human players can still only build unique religious units for their preferred religion.
The Mother (worship of the planet and nature) - Gifts for the Mother (req. Mysticism) - Reduces Corruption
Spirits of the Dead (ancestral worship) - Pillar of Skulls (req. Ceremonial Burial) - Reduces War Weariness
The Many Gods - Shrine of Many (req. Polytheism) - Stealth Attack Barrier
The Old God - Church of the Old Ways (req. Monotheism) - Veteran Ground Units
The Demigod - Church of the Son (req. Monotheism) - Resistant to Propaganda
Godless Ways - School of Science (req. Education) - +50% Research
The Dark Lord (worship of 'the devil') - Altar of Sacrifice (req. Monotheism) - Doubles Sacrifice
Disease
Since this mod will end in the equivalent of the Middle Ages, the concept of Pollution has changed to disease. This changes very little of the game mechanics, like overpopulation, smokestacks, and volcanic eruptions can produce both pollution and disease and allow other disease-causing factors to come into play. Some improvements, namely feast halls, docks, and other buildings frequented by travelers, can also induce a pandemic. This is done by the 'Can Explode or Meltdown' flag.
City Walls, Castles, Feast Halls, and Taverns
With Construction, each Tribe can build a City Wall, provided they have Stone. City Walls provide a small amount (25) of defense and 1 culture. They also allow the unique Castle Improvement.
Unique Castles require a Sigil resource within their borders (for the 3 with aquatic Sigils, the city must be coastal). Castles provide an additional +2 culture and +50 defense for the hosting city. They also generate a Tribe-specific unit for the city on a regular basis. A city with a Castle can build the unique Small Wonder Feast Hall for that Tribe.
Unique Feast Halls require access to specific ingredients (resources) required for their unique cuisine. While the stats for each Feast Hall are different, They all provide some Culture and Happiness, as well as allow Spy Missions and Diplomatic Victory, due to hosting feasts for foreign diplomats. For this very same reason, Feast Halls generate a small amount of disease and can become the epicenter of a Pandemic. With the right technology and yet more ingredients (resources), cities with a Feast Hall can build a unique small wonder Tavern.
Tavern's stats all vary as well, but all will generate some culture, most will generate happiness, some may increase production and disease. Taverns serving non-intoxicating drinks provide the smallest rewards but with no disease. Fermentation and Kava-based Taverns will have moderate rewards with minor disease. Distillation-based Taverns will have the highest rewards with moderate disease.
Intoxication
Some Taverns provide alcoholic or kava-based drinks. All Tribes will also have the ability to build Wineries and Breweries with Fermentation. Alcohol generally increases both happiness and disease. Kava/Yaqona is a plant which when ingested has a sedative and mild narcotic effect. It does have some mildly toxic effects on the human body. It is commonly ingested in liquid form in the Pacific Islands.
Fermented and Kava-based drinks produce 2 culture, 2 happy faces and 1 disease, while distilled drinks provide 3 culture, 3 happy faces and 2 disease,
In addition, tea and coffee-based drinks produce 2 culture and 2 happiness and 1 production. No additional disease is added, but the +1 production in-game increases disease already, and that is not negated (think blood pressure and hypertension).
There are a few Taverns which produce drinks without alcohol, Kava, or caffeine, and these provide +1 culture and happy, with no negative side effects at all.
Improvements available to all Tribes, with the resource within city radius:
Grains: Grain Field (Farming) -> Brewery (Fermentation)
Fruit: Orchard (Farming) -> Winery (Fermentation)
Honeybees: Apiary (Domestication) -> Meadery (Fermentation)
Coffee: Coffee Plantation (Farming) -> Coffee House (Brewing)
Spies
All Tribes will have access to an invisible spy unit that can detect other invisible units.
All Solovina Dibrova units are invisible, due to their excellent espionage skills, but they cannot detect other invisible units.
All Colline del Lupo units can detect invisible units, due to their canine companions being able to sniff them out, but are not invisible themselves.
Both Lory Yanuyanu and Champs de Coq units have hidden Nationality.
All Piracy ships and animal units have Hidden Nationality as well.
Easter Eggs
Members of the Civ3 CivFanatics community that I have found to be extremely helpful may end up finding their way into the Mod, in some form or another. Advisors, cities, units, improvements, whatever.
For example, Adler des Waldes is a Germany-based Tribe, which includes, among others, the culture of Belgium. Their 51st Settlement is called Supas Kase, which translates from German to Supa's Cheese. Supa is a member here who did an incredible number of Modzilla units for me, who hails from Belgium, and who's subtitle is "Out of Cheese Error".
There is certainly more than I've listed here...
A new mod in development ... again. I had started this mod many years and seemingly lifetimes ago. The sands of time have erased all of the old from my computer, so I have restarted it anew. If you wish to read the old discussion thread, you can find it here: https://forums.civfanatics.com/threads/wip-destiny-reborn.521575/
The intent of this mod is to explore Human Nature, and the theme that history repeats itself. I've worked hard to make gameplay different and unique every time you play, with a number of factors making the strategy needed for each tribe to be a little different.
Destiny Reborn starts off with your Tribe waking up in the middle of nowhere, with no idea where you are or how you got there. Nobody can remember anything, other than their names and how to speak in their native tongue; and buried deep in their subconscious, some inkling of their cultural heritage. Wild animals are everywhere, and from the evidence, some of them must be quite large. The game starts with each Tribe having gathered on a likely good starting point, and having already decided on whom is the best leader, who are the best fighters, and who are the smartest.
The tech tree will more or less follow our historical one - with some unique ones thrown in - but will start earlier than the base game, at Hunting and Gathering, and will progress at a slower pace until somewhere in the middle ages. One of the most advanced techs you can get in the late fourth era is Gunpowder.
The alternative way to win the game is to discover what happened - where did everyone come from, how did they get here, etc. Clues will be uncovered as the game progresses, and once you have discovered them all (late fourth era), you win the game - if you can survive that long.
In terms of new concepts, Religion is being utilized in a way that has not been done before. Flavors are put to use. Various aspects of each culture will come into play - preferred style of Government, Religion, preferred foods, sigils, attitudes towards alcohol and piracy, etc. While the Tech Tree has a common trunk for all Tribes, each Tribe, culture group, and trait will have a unique branch on that trunk. Fermentation and cooking recipes will have a place in-game. Pollution has been renamed disease, and some improvements have a chance of causing an outbreak. Each Tribe will have a unique Feast that requires the correct ingredients, technologies, and in some cases locations needed.
All new:
30 playable Tribes
5 Governments
7 Religions
51 Resources
Countless Tribe, Trait, Culture Group, Government, Religion, and Resource-specific Units.
Aspects
Tribes have the ability to build some human units that have been trained with aspects of their sigil
Specialties
In addition to government, trait, sigil, culture group, and religion-based unique gameplay, Tribes will have their own specialty.
Piracy
All Seafaring and Sea Mastery Tribes are capable of minor piracy, but a few will specialize in it. Piracy consists of ships that can capture other ships and amphibious land units.
Starting Techs
All Tribes start with 4 untradable techs - one each for both traits, one for their Culture Group, and one unique to their tribe. This allows maximum flexibility and uniqueness. Religion is handled via Flavors.
Improvements and Wonders (256):
120 Tribe-specific
16 Trait-specific
5 Culture Group-specific
34 Resource-specific
7 Religion-specific
10 "Space Race"-specific
24 Beast-specific
40 Non-specific
Units
In addition to some auto-generated, Trait, Culture-Group, and Tribe-specific units, each tribe will have the following core unit tree with 16 units. The units will have base statistics matching that of the vanilla game, but will then be altered accordingly based on that Tribes Sigil Aspect, and in some cases Specialty:
Worker
Settler
Scout
Catapult
Warrior -> Swordman -> Gunman
Spearman -> Pikeman -> Gunman
Archer -> Gunman
Horseman -> Knight -> Ranger
Canoe -> Boat -> Frigate
You can get more details on units in post #25
Secondary Palaces
The Forbidden Palace and Secret Police HQ have been removed. Instead, each trait will have a unique Small Wonder flagged with Reduces Corruption, and each Culture Group will have a unique Wonder with the same, thus allowing all Civs 2-3 "Forbidden Palaces" while encouraging early expansion (to get the CG one). Each trait-based Small Wonder and Culture Group based Wonder provides Reduced corruption and at least 1 culture, plus the following additional bonuses:
Militaristic - Festival of Blood - Doubles Sacrifice, Reduces War Weariness in every city
Industrious - The Great Forge - +1 Production, Produces Worker every 12 turns
Expansionist - Central Colony - Doubles City Growth Rate, Produces Settle every 18 turns
Scientific - The Great Teachings - +2 Culture, Doubles Research Output
Religious - The Temple of Sacrifice - +3 Culture, Doubles Sacrifice
Commercial - The Great Trade Route - +50% Tax Output, +1 Trade in every tile
Agricultural - Spring Festival - Removes Pop Pollution, City Growth Causes +2
Seafaring - The Great Port - Coastal Installation. Increases Shields in Water, +1 Ship Movement
Great Spirit - The Great Powow - +5 Culture, Doubles Sacrifice, Increases chance of Leader
Artistic Innovation - University of the Arts - +6 culture, Halves Unit Upgrade Cost
Sea Mastery - The Grand Boathouse - Coastal installation. +5 Culture, Produces base boat ever 12 turns, +2 ship movement
Tenacious Grit - Teachings of Survival - +5 Culture, Veteran Ground Units, Increased Army Value
Trade Dynasty - The Great Bazaar - +5 Culture, +50% Tax Output, Pays for all trade installations
Trait and Culture Group-Specific items
In addition to each trait having its own unique Palace Small Wonder, they also each have a unique Citizen and Governor -> Build Often setting. Please note all Tribes will have access to a basic Citizen that works the land, and a Fool who can provide 1 entertainment, plus 1 per trait. Each tribe will also have 4 Build Oftens checked - 2 trait-specific, 1 culture-specific, and 1 unique to that Tribe. They also have a trait-specific unit which can be built if they have access to Wildfolk.
Trait - Citizen - Build Often - Wildfolk Unit
Militaristic - Soldier (1 Lux, 1 Cor, 1 Con) - Off. Land Units - Wild Warrior (+1 HP)
Industrious - Laborer (3 Con) - Production - Wild Builder Worker (+25% rate, cannot Irrigate)
Expansionist - Cartographer (3 Cor) - Settlers - Wild Settler (+1 movement)
Scientific - Wiseman (3 Res) - Science - WIld Scout Researcher (+1 Movement)
Religious - Holy Man (3 Lux) - Happiness - Wild Scout Preacher (Sacrificable)
Commercial - Tradesman (3 Tax) - Wealth - Wild Trade Route Scout (Can Join City)
Agricultural - Farmer (1 Lux, 1 Tax, 1 Con) - Growth - Wild Farmer Worker (+ 34% rate, cannot perform 'Build' functions.
Seafaring - Sailor (1 Lux, 1 Res, 1 Tax) - Naval Units - Wild Canoe (+1 defense, Radar)
Culture group - Build Often
Great Spirit - Workers
Artistic Innovation - Culture
Sea Mastery - Explore
Tenacious Grit - Defensive Land Units
Trade Dynasty - Trade
Resources
Resource - Type - Tech Required - Allowed improvement when in radius (all or most tribes)
Agave - Strategic - Gathering - Agave Plantation (Farming)
<Redacted> - Strategic - <Redacted>
<Redacted> - Strategic - <Redacted>
Bears - Strategic - Hunting - Bear Pen (Domestication)
Big Cats - Strategic - Hunting - Big Cat Pen (Domestication)
Birds - Strategic - Hunting - Aviary (Domestication)
Coffee - Strategic - Gathering - Coffee Plantation (Farming)
Game - Strategic - Hunting - Game Pen (Domestication)
Grain - Strategic - Gathering - Grain Field (Farming)
Horses - Strategic - Hunting - Stables (Domestication)
Iron - Strategic - Mining - Iron Forge (Metalworking)
<Redacted> - Strategic - <Redacted>
Kangaroos - Strategic - Hunting - Kangaroo Pen (Domestication)
Komodos - Strategic - Hunting - Komodo Pen (Domestication)
Livestock - Strategic - Hunting - Farmhouse (Domestication)
Lumber - Strategic - Construction - Woodmill (Construction)
Palm - Strategic - Gathering - Palm Plantation (Farming)
Panda - Strategic - Hunting - Panda Pen (Domestication)
Saltpeter - Strategic - Gunpowder - Gun Shop (Markets, Iron)
Stone - Strategic - Masonry - Quarry (Masonry)
Vegetable - Strategic - Gathering - Vegetable Farm (Farming)
Wasteland - Strategic - NONE
Wolf - Strategic - Hunting - Wolf Pen (Domestication)
Dye - Luxury - Artistry - Dye Plantation (Farming)
Fruit - Luxury - Gathering - Orchard (Farming)
Gold - Luxury - Mining - Jewelry Shop (Markets)
Honeybees - Luxury - Gathering - Apiary (Domestication)
Silkworms - Luxury - Gathering - Silk Farm (Domestication)
Spices - Luxury - Gathering - Spice Plantation (Farming)
Sugarbeets - Luxury - Gathering - Sugarbeet Plantation (Farming)
Tea - Luxury - Gathering - Tea Plantation (Farming)
Dugong - Bonus - Sea Mastery
Sea Turtles - Bonus - Sea Mastery
Wildfolk Camp - Strategic - NONE - Default resource, trait-specific use
Coral - Bonus - Gathering
Fish - Bonus - Hunting
Gators - Bonus - Hunting
Gems - Bonus - Commercial
Kelp - Bonus - Gathering
Oasis - Bonus - Gathering
Shipwreck - Bonus - Shipbuilding
Whales - Bonus - Shipbuilding
Kraken - Bonus - Seafaring
Uninhabitable Isle - Bonus - Shipbuilding
Wildfolk Warrior - Bonus - Militaristic
Copper - Bonus - Industrious
Natural Spring - Bonus - Expansionist
Ancient Structures - Bonus - Scientific
Holy Site - Bonus - Religious
Fertile Lands - Bonus - Expansionist
Here There Be Monsters! - Bonus - Springbok Oewer
It is worth noting that each trait has a unique bonus resource, so all Tribes get at least two each, on top of the resources available to all Tribes. Sea Mastery Tribes get an additional two, for a total of four each. Springbok Oewer has a unique Bonus Resource, for a total of three.
Zoos
Rather than building a traditional (or Great) zoo, each settlement can build a 'pen' for each strategic land animal resource within their radius (excluding Horses and Livestock, which allow the Stables and Farmhouse). There can be multiple (different) pens per settlement, provided there are multiple resources within the radius. Each of these will provide a small boost to culture, happiness, and science. Some will rarely suffer from an escaped animal. This animal will refuse to be caged but is domesticated enough to 'work' for you still. All animal units will have the Hidden Nationality flag enabled. Please note that Baagh Chattaan CAN build these improvements, as they are not using the animals as food. This will apply to:
Bears
Big Cats
Birds
Game
Kangaroos
Komodos
Panda
Wolf
Religion
Each religion will have 1 unique improvement. Improvements each produce +2 culture per turn, +1 Happy Face, +1 Production, and -1 Pollution. They also have a unique attribute as detailed below. These improvements require no resources to build. To reduce the amount of 'cheating' the human player can do, each one of these replacements will replace the others, so you can only have 1 religious improvement per city (you could still have different ones in different cities, unlike the AI players). Human players can still only build unique religious units for their preferred religion.
The Mother (worship of the planet and nature) - Gifts for the Mother (req. Mysticism) - Reduces Corruption
Spirits of the Dead (ancestral worship) - Pillar of Skulls (req. Ceremonial Burial) - Reduces War Weariness
The Many Gods - Shrine of Many (req. Polytheism) - Stealth Attack Barrier
The Old God - Church of the Old Ways (req. Monotheism) - Veteran Ground Units
The Demigod - Church of the Son (req. Monotheism) - Resistant to Propaganda
Godless Ways - School of Science (req. Education) - +50% Research
The Dark Lord (worship of 'the devil') - Altar of Sacrifice (req. Monotheism) - Doubles Sacrifice
Disease
Since this mod will end in the equivalent of the Middle Ages, the concept of Pollution has changed to disease. This changes very little of the game mechanics, like overpopulation, smokestacks, and volcanic eruptions can produce both pollution and disease and allow other disease-causing factors to come into play. Some improvements, namely feast halls, docks, and other buildings frequented by travelers, can also induce a pandemic. This is done by the 'Can Explode or Meltdown' flag.
City Walls, Castles, Feast Halls, and Taverns
With Construction, each Tribe can build a City Wall, provided they have Stone. City Walls provide a small amount (25) of defense and 1 culture. They also allow the unique Castle Improvement.
Unique Castles require a Sigil resource within their borders (for the 3 with aquatic Sigils, the city must be coastal). Castles provide an additional +2 culture and +50 defense for the hosting city. They also generate a Tribe-specific unit for the city on a regular basis. A city with a Castle can build the unique Small Wonder Feast Hall for that Tribe.
Unique Feast Halls require access to specific ingredients (resources) required for their unique cuisine. While the stats for each Feast Hall are different, They all provide some Culture and Happiness, as well as allow Spy Missions and Diplomatic Victory, due to hosting feasts for foreign diplomats. For this very same reason, Feast Halls generate a small amount of disease and can become the epicenter of a Pandemic. With the right technology and yet more ingredients (resources), cities with a Feast Hall can build a unique small wonder Tavern.
Tavern's stats all vary as well, but all will generate some culture, most will generate happiness, some may increase production and disease. Taverns serving non-intoxicating drinks provide the smallest rewards but with no disease. Fermentation and Kava-based Taverns will have moderate rewards with minor disease. Distillation-based Taverns will have the highest rewards with moderate disease.
Intoxication
Some Taverns provide alcoholic or kava-based drinks. All Tribes will also have the ability to build Wineries and Breweries with Fermentation. Alcohol generally increases both happiness and disease. Kava/Yaqona is a plant which when ingested has a sedative and mild narcotic effect. It does have some mildly toxic effects on the human body. It is commonly ingested in liquid form in the Pacific Islands.
Fermented and Kava-based drinks produce 2 culture, 2 happy faces and 1 disease, while distilled drinks provide 3 culture, 3 happy faces and 2 disease,
In addition, tea and coffee-based drinks produce 2 culture and 2 happiness and 1 production. No additional disease is added, but the +1 production in-game increases disease already, and that is not negated (think blood pressure and hypertension).
There are a few Taverns which produce drinks without alcohol, Kava, or caffeine, and these provide +1 culture and happy, with no negative side effects at all.
Improvements available to all Tribes, with the resource within city radius:
Grains: Grain Field (Farming) -> Brewery (Fermentation)
Fruit: Orchard (Farming) -> Winery (Fermentation)
Honeybees: Apiary (Domestication) -> Meadery (Fermentation)
Coffee: Coffee Plantation (Farming) -> Coffee House (Brewing)
Spies
All Tribes will have access to an invisible spy unit that can detect other invisible units.
All Solovina Dibrova units are invisible, due to their excellent espionage skills, but they cannot detect other invisible units.
All Colline del Lupo units can detect invisible units, due to their canine companions being able to sniff them out, but are not invisible themselves.
Both Lory Yanuyanu and Champs de Coq units have hidden Nationality.
All Piracy ships and animal units have Hidden Nationality as well.
Easter Eggs
Members of the Civ3 CivFanatics community that I have found to be extremely helpful may end up finding their way into the Mod, in some form or another. Advisors, cities, units, improvements, whatever.
For example, Adler des Waldes is a Germany-based Tribe, which includes, among others, the culture of Belgium. Their 51st Settlement is called Supas Kase, which translates from German to Supa's Cheese. Supa is a member here who did an incredible number of Modzilla units for me, who hails from Belgium, and who's subtitle is "Out of Cheese Error".
There is certainly more than I've listed here...
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