Destiny Reborn (2020) WIP

Gojira54

The folly of Man
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Monster Island black-sand beaches
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
upload_2020-12-29_17-39-29.png

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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Please note that Governments and Religion play an important role in the lore of Destiny Reborn, and although many cultural aspects of the Tribes are based on real Earth nations, these were assigned randomly using an online number generator. Aggression levels are determined by both Traits and Sigil.

Tribe: Dajin Mikiya
upload_2020-12-28_18-4-58.png

Traits: Militaristic, Industrious
Aggression Level: Somewhat Aggressive
Culture: Tenacious Grit
Build Often: Offensive Land Units, Production, Defensive Land Units, Workers
Leaders: Musa Ibrahim (M), Abubakar Abdullahi, Sani Mohammed
First Settlements: Abuja, Lagos, Kano
Favored Government: Tribal Council
Shunned Government: Hereditary Rule
Religion: Godless Ways
Sigil: Eagle
Aspect: Radar, Stealth
Early Unique Unit: Kwance - an extraordinarily tough worker unit. 1/1/1, +1 HP, radar, stealth, 125% worker rate.
Castle: Fadar Ungulu (requires Birds in radius)
Feast Hall: Zauren Shinkafar Jollof (requires Grain and Vegetables)
Tavern: Ogogoro Mashaya (requires Distillation and Palm)
Specialty: Cannibalism - This Tribe believes that by eating your enemy, you absorb their strength. They have a unique War Feast small wonder, for the eating of their enemies, once they have a victorious battle. They can also enslave the enemy into an 'edible' unit that can feed (join) a city, increasing its population by 1. Disease is higher for this Tribe.
Wonder: Rawar Sarauniya (requires Construction) - +2 Culture, Doubles Defense Against Barbarians, Gain Walls in all settlements on Continent, Tourist Attraction, +1 Disease
Pirates: None

Tribe: Ntabo Kodie
upload_2020-12-28_18-9-10.png

Traits: Militaristic, Commercial
Aggression Level: Even-tempered
Culture: Tenacious Grit
Build Often: Offensive Land Units, Wealth, Defensive Land Units, Trade
Leaders: Emmanuel Mensah (M), Mariam Ouedraogo, Koffi Kone
First Settlements: Nkran, Ouagadougou, Yamoussoukro
Favored Government: Chaos
Shunned Government: Equal Rule
Religion: The Dark Lord
Sigil: Eagle
Aspect: Radar, Stealth
Early Unique Unit: Aponkyereni - A Warrior unit with +1 HP, available at half the normal warrior cost, with Radar and Stealth.
Castle: Akroma Abankese (requires Birds in radius)
Feast Hall: Fufuo Afahye (requires Fruit and Vegetables)
Tavern: Akpeteshie Kofe (requires Distillation and Palm)
Specialty: Eagle Trade - This Tribe can transport goods between their castles (Akroma Abankese) via the use of trained eagles (they allow Air Trade)
Wonder: Mansini Asore (requires Monotheism and Lumber) - +4 Culture, +1 Happy in all cities, Doubles Sacrifice, Tourist attraction.
Pirates: None

Tribe: Nyanda za Okapi
upload_2020-12-28_18-10-21.png

Traits: Militaristic, Expansionist
Aggression Level: Somewhat Aggressive
Culture: Tenacious Grit
Build Often: Offensive Land Units, Settlers, Defensive Land Units, Scouts
Leaders: Jean Ilunga (M), Maria Manuel, Mary Phiri
First Settlements: Kinshasa, Luanda, Lusaka
Favored Government: Tribal Council
Shunned Government: Equal Rule
Religion: Spirits of the Dead
Sigil: Okapi
Aspect: + 1 Movement, Ignores Forest Movement Cost
Early Unique Unit: Mpainia - A toughened settler (1/1/2), with +1 HP, that ignores Forest Movement Costs.
Castle: Jumba la Okapi (requires Game in radius)
Feast Hall: Kuku wa Moambe Ukumbi (requires Birds and Grain)
Tavern: Lotoko Saluni (requires Distillation and Grain)
Specialty: The Wheel of Life - This Tribe has learned one of the minor Secrets of the Ancients, and can 'enslave' fallen enemies into mindless undead to fight for them.
Wonder: Ngome Kuu (requires Construction and Stone) - +2 Culture, Double Combat Strength Vs. Barbarians, Doubles City Defense, Tourist Attraction, Stealth Attack Barrier
Pirates: None

Tribe: Rimal al Nasr
upload_2020-12-28_18-11-4.png

Traits: Religious, Industrious
Aggression Level: Somewhat Passive
Culture: Tenacious Grit
Build Often: Happiness, Production, Defensive Land Units, Culture
Leaders: Ahmed Mohamed (M), Fatima Saidi, John Akello
First Settlements: Alqahiruh, Aljazayir, Kambala
Favored Government: Hereditary Rule
Shunned Government: Tribal Council
Religion
: The Mother
Sigil: Eagle
Aspect: Radar, Stealth
Early Unique Unit: Eamil Sarie - a fast worker (0/0/2) with Radar and Teleport (Qaleat Alnusur)
Castle: Qaleat Alnusur (requires Birds in radius)
Feast Hall: Silal Sala (requires Vegetables and Grain)
Tavern: Bayt Alshshay (requires Brewing and Tea)
Specialty: Eagle Flight - This Tribe has learned one of the minor Secrets of the Ancients! They have the ability to 'teleport' their eagle units between cities that have built their castle (Qaleat Alnusur). They also have some unusual unique units.
Wonder: Al'ahramat Aleazima (requires Ceremonial Burial and Stone) - +4 Culture, +1 Happy in all cities, Doubles Sacrifice, Tourist Attraction
Pirates: None

Tribe: Springbok Oewer
upload_2020-12-28_18-13-32.png

Traits: Seafaring, Scientific
Aggression Level: Even-Tempered
Culture: Tenacious Grit
Build Often: Naval Units, Science, Defensive Land Units, Culture
Leaders: Enzokuhle Dlamini (F), Jose Langa, Jean Rakotomalala
First Settlements: Pretoria, Maputo, Antananarivo
Favored Government: Despotism
Shunned Government: Chaos
Religion: Godless Ways
Sigil: Springbok
Aspect: +1 Movement, Can Be Sacrificed
Early Unique Unit: Oseaan Springbok - An extremely fast canoe (0/1/3) that can be sacrificed, and costs half that of normal canoes.
Castle: Kasteel van die Springbok (requires Game in radius)
Feast Hall: Bobotie Saal (requires Livestock and Fruit)
Tavern: Amarula Taverne (requires Distillation, Sugarcane and Fruit)
Specialty: Watery Wonders - This Tribe has studied the seas extensively, and has discovered creatures in the murky depths unknown to other tribes, and Kasteel van die Springboks provide a boost to science.
Wonder: Groot Grottekeninge (requires Dye) - +5 Culture, +2 Happy in settlement, Tourist Attraction.
Pirates: Lots

Tribe: Ye’anibesa K’enidi
upload_2020-12-28_18-15-29.png

Traits: Agricultural, Religious
Aggression Level: Somewhat Passive
Culture: Tenacious Grit
Build Often: Growth, Happiness, Defensive Land Units, Science
Leaders: Bekele Tesfaye (M), John Otieno, Neema Juma
First Settlements: Adisi Abeba, Nayirobi, Dodoma
Favored Government: Tribal Council
Shunned Government: Equal Rule
Religion: Godless Ways
Sigil: Lion
Aspect: +1 Attack, +1 Defense
Early Unique Unit: K’idusi Seratenya - A hardy and fast worker (1/1/2).
Castle: Ye’anibesawi Betemenigisiti (requires Big Cats in radius)
Feast Hall: Doro Mini Adarashi (requires Birds and Spice)
Tavern: Henheniyawi Taveri (requires Fermentation, Honeybees and Spice)
Specialty: Horn of Spirituality - This Tribe believes they are God-like beings, with all other deities being false. For this reason, all of their unique buildings Reduce Corruption and War Weariness, and make them Resistant to Propaganda.
Wonder: Hawilitochi (requires Construction and Stone) - +4 Culture, Reduces corruption and Propaganda in City, reduces War Weariness in all cities, Tourist Attraction.
Pirates: None

Tribe: Eagle Plains
upload_2020-12-28_18-6-47.png

Traits: Seafaring, Expansionist
Aggression Level: Very Aggressive
Culture: Great Spirit
Build Often: Naval Units, Settlers, Workers, Explore
Leaders: James Smith (M), Noah Brown, John Rolle
First Settlements: Washing, Ottowa, Nassau
Favored Government: Hereditary Rule
Shunned Government: Equal Rule
Religion: The Mother
Sigil: Eagle
Aspect: Radar, Stealth
Early Unique Unit: Pilgrim - A hardy and fast settler (1/1/2) with Radar and Stealth
Castle: Eagle Castle (requires Birds in radius)
Feast Hall: Burger Hall (requires Livestock and Grain)
Tavern: Bourbon Tavern (requires Distillation, Grain and Lumber)
Specialty: The Ways of the Mother - This Tribe can sacrifice their own (not just enslaved) workers, settlers, and scouts to The Mother for a cultural boon, once they have outlived their usefulness.
Wonder: Leader Mountain (requires Masonry) - +4 Culture, Reduces War Weariness in all cities, Increases chance of Leader appearance, Tourist attraction.
Pirates: Few

Tribe: Islas del Aguila
upload_2020-12-28_18-7-37.png

Traits: Seafaring, Religious
Aggression Level: Even-tempered
Culture: Great Spirit
Build Often: Naval Units, Happiness, Workers, Offensive Land Units
Leaders: Juan Hernandez (M), Maria Rodriguez, Jose Lopez
First Settlements: Mejico, La Habana, Guatemala
Favored Government: Despotism
Shunned Government: Equal Rule
Religion: The Demigod
Sigil: Eagle
Aspect: Radar, Stealth
Early Unique Unit: Marinero - A fighting scout (1/1/2) with Radar, Stealth, and Amphibious flags.
Castle: Castillo de Aguilas (requires Birds in radius)
Feast Hall: Taco Sala (requires Livestock and Grain)
Tavern: Tequila Cantina (requires Distillation and Agave)
Specialty: Eagles of the Sea - In addition to the large amount of Piracy capabilities, all unique units are amphibious, and El Gran Templo increases ship movement by 2.
Wonder: El Gran Templo (requires Polytheism and Stone) - +4 Culture, doubles Sacrifice, Increases Ship Movement by 2, Tourist Attraction
Pirates: Lots

Tribe: Montana del Hornero
upload_2020-12-28_18-8-25.png

Traits: Scientific, Industrious
Aggression Level: Somewhat Passive
Culture: Great Spirit
Build Often: Science, Production, Workers, Culture
Leaders: Maria Fernandez (F), Agustin Gonzalez, Juan Mamani
First Settlements: Buenos Aires, Santiago, La Paz
Favored Government: Despotism
Shunned Government: Equal Rule
Religion: Godless Ways
Sigil: Hornero
Aspect: Radar, +1 Movement
Early Unique Unit: Trabajador Alado - An extremely fast worker (0/0/3) with Radar and a 125% work rate
Castle: Castillo del Hornero (requires Birds in radius)
Feast Hall: Asado Sala (requires Livestock and Spice)
Tavern: Casa de Mate (requires Brewing and Tea)
Specialty: Hornero Ethics - Workers of this tribe work at a rate of 125%. Castillo del Horneros also produce +50% scientific output.
Wonder: Estatuas de Guardianes (requires Masonry and Stone) - +4 Culture, Doubles Defence against Barbarians, Coastal, Tourist attraction
Pirates: None

Tribe: Selva da Onca
upload_2020-12-29_9-57-31.png

Traits: Expansionist, Industrious
Aggression Level: Very Aggressive
Culture: Great Spirit
Build Often: Settlers, Production, Workers, Artillery Land Units
Leaders: Maria da Silva (F), Ana Santos, Francisca Sousa
First Settlements: Brasilia, Sao Paulo, Rio de Janeiro
Favored Government: Hereditary Rule
Shunned Government: Equal Rule
Religion: The Old God
Sigil: Jaguar
Aspect: Blitz, Stealth
Early Unique Unit: Colona - A Settler unit that ignores Jungle movement costs and takes half as long to build.
Castle: Castelo do Jaguar (requires Big Cats in radius)
Feast Hall: Feijoada Corredora (requires Livestock and Grain)
Tavern: Caipirinha Taberna (requires Distillation, Sugarbeets and Fruit)
Specialty: Amazonian Jungle Cat - all unique units ignore Jungle movement cost. Their Arqueira units are more powerful than other archer-based units (3(2)/1/1 vs 2(1)/1/1, with a range of 2, not 1). They are also naturally resistant to the diseases of the Jungle, Flood Plains, and Swamplands. This Tribe has a Matriarchal society, where the males are subservient to the females. Since their base Worker units (Escravos) are enslaved men, their decreased morale makes them work at 75% efficiency. Note that this does not affect their Industrious Workers.
Wonder: Estátua do Salvador (requires Monotheism and Stone) - +4 Culture, Doubles Sacrifice, Reducese War Weariness in city, +1 happy in all cities, Tourist Attraction.
Pirates: None
 
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Tribe: Selva de la Vicuna
upload_2020-12-28_18-12-14.png

Traits: Scientific, Religious
Aggression Level: Very Passive
Culture: Great Spirit
Build Often: Science, Happiness, Workers, Growth
Leaders: Maria Quispe (F), Angela Garcia, Jose Flores
First Settlements: Lima, Quito, Guayaquil
Favored Government: Despotism
Shunned Government: Tribal Council
Religion: Spirits of the Dead
Sigil: Vicuna
Aspect: +1 Movement, Ignores Mountain Cost
Early Unique Unit: Explorador de Vicuna - A fast scout (0/0/3) with radar, that ignores mountain movement cost and can be sacrificed for culture
Castle: Castillo de la Vicuna (requires Game in radius)
Feast Hall: Ceviche Sala (requires Vegetables and Spice, must be coastal)
Tavern: Pisco Agrio Cantina (requires Distillation, Sugarbeets and Fruit)
Specialty: The Harder the Gain... - SInce their Feast Hall is harder to acquire than most Tribes, the Ceviche Sala and Pisco Agrio Cantina both produce 2 extra Happy Faces and Culture points per turn, and produce less disease.
Wonder: La Gran Ciudadela (requires Polytheism and Stone) - +4 Culture, Doubles Sacrifice, +1 happy in all cities, Tourist Attraction
Pirates: None

Tribe: Selva del Condor
upload_2020-12-29_10-30-39.png

Traits: Seafaring, Agricultural
Aggression Level: Even-tempered
Culture: Great Spirit
Build Often: Naval Units, Growth, Workers, Trade
Leaders: Carlos Rodriguez (M), Jose Gonzalez, Anthony Mohammed
First Settlements: Bogota, Caracas, Puerto de Espana
Favored Government: Chaos
Shunned Government: Hereditary Rule
Religion: The Demigod
Sigil: Condor
Aspect: Radar, Zone of Control
Early Unique Unit: Canoa de Pesca - A fast canoe designed for fishing (0\1\2). It has Radar, +1 HP, and +1 transport capacity (increasing from 1 to 2).
Castle: Castillo del Condor (requires Birds in radius)
Feast Hall: Bandeja Paisa Sala (requires Grain and Livestock)
Tavern: Aguardiente Cantina (requires Distillation, Vegetables and Fruit)
Specialty: Covfefe Trade - If a coastal settlement of this Tribe builds a Coffee Plantation, they can then build a Puerto de Cafe wonder. This comes with significant economic benefits, but can be the cause of a disease outbreak.
Wonders: Los Grandes Hipogeos (requires Ceremonial Burial) - +4 Culture, +2 happy in city, +1 happy in all cities, reduces war-weariness in all cities, Tourist Attraction.
Puerto de Cafe (Requires Markets, coffee) - +2 Culture, +1 Trade in each Trade-producing tile, +50% tax, +50% luxury, Coastal, May trigger Pandemic, no tourists.
Pirates: Few

Tribe: Baagh Chattaan
upload_2020-12-29_10-51-44.png

Traits: Religious, Commercial
Aggression Level: Somewhat Passive
Culture: Trade Dynasty
Build Often: Happiness, Wealth, Trade, Explore
Leaders: Ramesh Kumar (M), Rama Sharma, Kasun Perera
First Settlements: Dillee, Kaathmaadau, Kolambo
Favored Government: Chaos
Shunned Government: Tribal Council
Religion: The Demigod
Sigil: Tiger
Aspect: +1 Attack, Stealth
Early Unique Unit: Taigar Skaut - An attacking scout (1/0/2) with stealth, radar, the ability to be sacrificed, and Ignore Jungle Movement.
Castle: Taigar ka Mahal (requires Big Cats in radius)
Feast Hall: Khichadee Hol (requires Grain)
Tavern: Chaay Makaan (requires Brewing, Tea)
Specialty: Plant-based Diet - All animal-based food improvements (Farmhouse and Game Butcher) are unavailable to this Tribe. They will still eat animals that die of natural causes, so any food bonus from animal resources is retained. They tend to get less disease than other Tribes.
Wonder: Mahaan Samaadhi (requires Ceremonial Burial and Stone) - +5 culture, +3 happy in city, +1 happy all cities, -1 disease, Tourist attraction.
Pirates: None

Tribe: Baghera Jangala
upload_2020-12-31_8-51-1.png

Traits: Agricultural, Commercial
Aggression Level: Somewhat Passive
Culture: Trade Dynasty
Build Often: Growth, Wealth, Trade, Workers
Leaders: Mohammed Akter (M), Mary Valencia, Linh Nguyen
First Settlements: Dhakaaka, Myanila, Hyanaya
Favored Government: Chaos
Shunned Government: Equal Rule
Religion: The Dark Lord
Sigil: Tiger
Aspect: +1 Attack, Stealth
Early Unique Unit: Ta'igara Oyarkara - an attacking worker (1/01) with Stealth and Radar that ignores movement costs in Flood plains and Swampland and gets a 25% boost to its work rate.
Castle: Baghera Durga (requires Big Cats in radius)
Feast Hall: Ilisa Macara Bichana Hala (requires Spices and Fruit, Must be coastal)
Tavern: Ca Grha (requires Brewing, Tea)
Specialty: Delta Natives - This Tribe's history includes generations of living on river deltas. As a result, they are immune to disease from Floodplains, Swampland and Jungles. Their unique units ignore Flood Plains and Swampland movement costs.
Wonder: Mandirera Sahara (requires Polytheism and Stone) - +4 Culture, doubles Sacrifice, Tourist Attraction
Pirates: None

Tribe: Markhor ki Chattaan
upload_2020-12-30_16-5-27.png

Traits: Religious, Militaristic
Aggression Level: Even-tempered
Culture: Trade Dynasty
Build Often: Happiness, Offensive Land Units, Trade, Production
Leaders: Muhammad Khan (M), Abdul Ali, Ghulam Hussain
First Settlement: Islamabad, Karachi, Lahore
Favored Government: Tribal Council
Shunned Government: Hereditary Rule
Religion: The Many Gods
Sigil: Markhor
Aspect: +1 HP, Ignores Mountain Movement Cost
Early Unique Unit: Markhor Jangju - A hearty warrior unit (2/1/1) with +1 HP that ignores movement cost in mountains and can be sacrificed.
Castle: Markhor ka Qilah (requires Game in radius)
Feast Hall: Beryani Hall (requires Grain and Birds)
Tavern: Gannay ka Raas Ghar (requires Farming, Sugarbeets)
Specialty: Animal-based Diet - All plant-based food improvements (Grain Field, Orchard, Coffee plantation) are unavailable. They may still ingest plants for medicinal, ceremonial or Beryani Hall purposes only. They have a unique improvement high in culture that allows them to ferment the blood of Markhors. Due to not being able to farm vegetation, this and Mead are the only alcohols this nation can produce. Disease is higher for this Tribe.
Wonder: Baagh ka Qilah (requires Farming and Stone) - +3 Culture, +1 happy in city, must be near water, Doubles City Growth Rate, stealth attack barrier, +1 disease, Allows City Size 2, Tourist Attraction
Pirates: None

Tribe: Mash Haa Shar
upload_2020-12-31_7-54-35.png

Traits: Commercial, Industrious
Aggression Level: Even-tempered
Culture: Trade Dynasty
Build Often: Wealth, Workers, Trade, Growth
Leaders: Mohammad Ahmadi (M), Ali Hussein, Yusuf Ozdemir
First Settlements: Theran, Beghedad, Anekeara
Favored Government: Chaos
Shunned Government: Tribal Council
Religion: The Mother
Sigil: Lion
Aspect: +1 Attack, +1 Defense
Early Unique Unit: Shar Kearegur - A fighting and defending worker (1/1/1) with radar, +25% worker rate, and Ignore Desert Movement Costs.
Castle: Qel'eh Shar (requires Big Cats in radius)
Feast Hall: Talar Kebab Chelew (requires Grain and Livestock)
Tavern: Cheaakhanh (requires Brewing, Tea)
Specialty: The Sands of Life - Generations of desert living have taught this tribe how to find subterranean water, and safely travel the desert. They ignore Desert movement costs, and can irrigate without fresh water.
Wonder: Bagh Haa M'elq (requires Farming and Stone) - +3 Culture, Doubles City Growth, +2 Happy, Allows City Size 3, Tourist Attraction
Pirates: None

Tribe: Pulau Naga
upload_2020-12-31_8-50-43.png

Traits: Religious, Expansionist
Aggression Level: Somewhat Aggressive
Culture: Trade Dynasty
Build Often: Happiness, Settlers, Trade, Offensive Land Units
Leaders: Siti Sari (F), Eden Soares, Sri Setiawan
First Settlements: Jakarta, Tidak, Surabaya
Favored Government: Chaos
Shunned Government: Equal Rule
Religion: Spirits of the Dead
Sigil: Komodo
Aspect: +2 Attack
Early Unique Unit: Pemukim Naga - A very powerful and fast settler (2/0/2) that ignores Forest Movement Costs and is Sacrificable
Castle: Benteng Komodo (requires Komodo in radius)
Feast Hall: Nasi Goreng Aula (requires Grain and Vegetables)
Tavern: Rumah Bajigur (requires Farming, Palm and Sugarbeets)
Specialty: Cold-Blooded - This Tribe can build bridges from the start, is resistant to all terrain-based disease except Volcanic, and unique units ignore movement in Forests.
Wonder: Kuil Agung (requires Monotheism and Stone) - +4 Culture, Reduces War Weariness in all cities, +1 happy in all cities, reduces corruption in hosting city, Tourist Attraction
Pirates: None

Tribe: Xiongmao Hai'an
upload_2020-12-31_8-14-52.png

Traits: Seafaring, Industrious
Aggression Level: Somewhat Aggressive
Culture: Trade Dynasty
Build Often: Naval Units, Production, Trade, Offensive Land Units
Leaders: Zhang Wei (F), Seo-jun Kim, Sakura Sato
First Settlements: Beijing, Hancheng, Dongjing
Favored Government: Hereditary Rule
Shunned Government: Tribal Council
Religion: The Old God
Sigil: Panda
Aspect: + 1 Attack, Ignores Jungle Movement Cost
Early Unique Unit: Xiongmao Gongren - A fighting worker (1/0/1) with radar and +25% worker efficiency that ignores Jungle movement costs.
Castle: Xiongmao Chengbao (requires Panda in radius)
Feast Hall: Kao Wu Tang (requires Birds and Spices)
Tavern: Baijiu Wu (requires Distillation, Grain)
Specialty: Pandamonium - Living with Pandas has formed a special bond with them. This tribe can train Pandas to fight for them, so long as they have access to the Panda resource and have researched Domestication. This is in addition to their human-based unique units.
Wonder: Changcheng (requires Construction and Stone) - +2 Culture, Doubles Combat Strength Vs. Barbarians, Gain Walls in every city on continent, Tourist Attraction
Pirates: Few

Tribe: Adler des Waldes
upload_2020-12-31_8-34-34.png

Traits: Scientific, Militaristic
Aggression Level: Somewhat Aggressive
Culture: Artistic Innovation
Build Often: Science, Offensive Land Units, Culture, Trade
Leaders: Marie Muller (F), Lucas De Jong, Arthur Peeters
First Settlement: Berlin, Amsterdam, Brussel
Favored Government: Hereditary Rule
Shunned Government: Chaos
Religion: The Many Gods
Sigil: Eagle
Aspect: Radar, Stealth
Early Unique Unit: Adler Krieger - A fast and strong warrior (2/1/2) with Radar and Stealth
Castle: Schloss der Adler (requires Birds in radius)
Feast Hall: Sauerbraten Halle (requires Livestock and Vegetables)
Tavern: Lagerbier Taverne (requires Fermentation, Grain)
Specialty: Long Live the Queen - This Tribe's Koniglicher Palast produces a huge boost to culture and economy, as well as making the hosting Settlement more resistant to Propaganda, corruption, and War Weariness.
Wonder: Koniglicher Palast (requires Construction, Stone and Gold) - +10 Culture, +1 Happy in all cities, +3 happy, reduces corruption, war weariness, and propaganda in city, +50% Tax Output, +1 trade in each trade-producing tile, Tourist attraction
Pirates: None

Tribe: Champs de Coq
upload_2020-12-31_8-47-28.png

Traits: Scientific, Commercial
Aggression Level: Very Passive
Culture: Artistic Innovation
Build Often: Science, Wealth, Culture, Growth
Leaders: Nathan Martin (M). Alejandro Rodriguez, Maria Silva
First Settlements: Paris, Madrid, Lisbonne
Favored Government: Despotism
Shunned Government: Chaos
Religion: The Old God
Sigil: Rooster
Aspect: Hidden Nationality, Can Join City
Early Unique Unit: Colon de Coq - A fast and cheap settler (0/0/2) with half the production and population cost of other settlers and Hidden Nationality.
Castle: Chateau du Coq (requires Birds in radius)
Feast Hall: Pot-au-Feu Salle (requires Livestock and Vegetables)
Tavern: Taverne Pastis (requires Distillation, Sugarbeets and Spice)
Specialty: Love is in the air - This Tribe is rather ... amorous. All unique buildings double city growth rate and have a +1 happiness, and their settlers are cheaper. They also generate a small amount of disease.
Wonder: La Grande Abbaye (requires Monotheism, Stone) - +4 culture, +2 happy in city, +1 happy in all cities, Doubles city Growth Rate, +1 disease.
Pirates: None
 
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Tribe: Colline del Lupo
upload_2020-12-31_9-9-19.png

Traits: Commercial, Religious
Aggression Level: Somewhat Passive
Culture: Artistic Innovation
Build Often: Wealth, Happiness, Culture, Offensive Land Units
Leaders: Leonardo Rossi (M), Antoni Nowak, Eliska Svoboda
First Settlements: Roma, Varsavia, Praga
Favored Government: Despotism
Shunned Government: Tribal Council
Religion: The Many Gods
Sigil: Wolf
Aspect: +1 Attack, Detects Invisible
Early Unique Unit: Lupo Esploratore - An attacking scout (1/0/2) that can detect invisible, has radar, and is sacrificable.
Castle: Castello del Lupo (requires Wolves in radius)
Feast Hall: Sala Esitato (requires Livestock and Grain)
Tavern: Taverna della Grappa (requires Distillation, Fruit. Must have a Winery.)
Specialty: Bark at the Moon - This Tribe can domesticate wolves into canine companions, and therefore have access to several related unique units.
Wonder: Il Grande Colosseo (requires Construction and Stone) - +5 Culture, +5 Happy in city, +50% Tax, tourist attraction.
Pirates: None

Tribe: Medvezhiy Lyod
upload_2020-12-31_9-19-57.png

Traits: Expansionist, Scientific
Aggression Level: Very Aggressive
Culture: Artistic Innovation
Build Often: Settlers, Science, Culture, Offensive Land Units
Leaders: Alexander Ivanov (M), Lars Johansson, Aino Korhonen
First Settlements: Moskva, Stokgol'm, Khel'sinki
Favored Government: Equal Rule
Shunned Government: Tribal Council
Religion: The Demigod
Sigil: Bear
Aspect: +1 HP, +1 Attack
Early Unique Unit: Medved Poselenets - A very robust and fast settler (1/0/2) with +1 HP and radar that ignores movement costs in Tundra and Forest.
Castle: Medvezhiy Detinets (requires Bears in radius)
Feast Hall: Pelmennaya (requires Livestock and Grain)
Tavern: Vodochnyi Traktir (requires Distillation, Vegetables)
Specialty: Bear Necessities - This Tribes' unique units ignore the movement costs of both Tundra and Forest.
Wonder: Bol'shoy Dvorets (requires Construction and Stone) - +3 Culture, Resistant to propaganda, corruption, war weariness, and stealth attack, Tourist Attraction
Pirates: None

Tribe: Soloviniy Lis
upload_2020-12-31_14-0-44.png

Traits: Industrious, Agricultural
Aggression Level: Very Passive
Culture: Artistic Innovation
Build Often: Production, Growth, Culture, Explore
Leaders: Ivan Shevchenko (M), Alexandru Popa, Jozef Novak
First Settlements: Kyyiv, Bukharest, Afiny
Favored Government: Equal Rule
Shunned Government: Despotism
Religion: The Dark Lord
Sigil: Nightingale
Aspect: Invisible, Stealth
Early Unique Unit: Solovey-Robitnyk - an extremely efficient and invisible worker (0/0/1) with a +50% work rate.
Castle: Soloviniy Ditinets (requires Birds in radius)
Feast Hall: Borschoviy Budinok (requires Vegetables and Spice)
Tavern: Horilochnaya Korchma (requires Distillation, Grain)
Specialty: Espionage - This Tribe has advanced espionage skills and units unrivaled by others. They are the only tribe that can build the Spy unit (most have them auto-generated by Feast Halls). Their normal fighting units tend to be slightly weaker as a result.
Wonder: Kolos (requires Construction and Iron. Must be Coastal) - +3 Culture, +2 Boat Movement, Increases trade in water, Allows Spy Missions, Tourist attraction.
Pirates: None

Tribe: The Lion Isles
upload_2020-12-31_14-3-19.png

Traits: Seafaring, Commercial
Aggression Level: Somewhat Aggressive
Culture: Artistic Innovation
Build Often: Naval Units, Wealth, Culture, Trade
Leaders: Oliver Smith (M), Jack Murphy, Jon Jonsdottir
First Settlements: London, Dublin, Reykjavík
Favored Government: Hereditary Rule
Shunned Government: Equal Rule
Religion: The Old God
Sigil: Lion
Aspect: +1 Attack, +1 Defense
Early Unique Unit: Lion Scout - An amphibious, fast, warrior scout (1/1/3).
Castle: Lion Castle (requires Big Cats in radius)
Feast Hall: Tikka Masala Hall (requires Birds and Spice)
Tavern: Teahouse (requires Brewing, Tea)
Specialty: Diplomatic Tendencies - This Tribe has Diplomats available from the beginning.
Wonder: The Standing Stones (requires Masonry and Stone) - +4 culture, doubles sacrifice, +50% research, Tourist Attraction
Pirates: Few

Tribe: Dugong Bukumatula
upload_2021-1-1_9-41-9.png

Traits: Seafaring, Militaristic
Aggression Level: Very Aggressive
Culture: Sea Mastery
Build Often: Naval Units, Offensive Land Units, Explore, Artillery Land Units
Leaders: Charlize John (F), Marie Vegi, William Fuimaono
First Settlements: Motu, Palikir, Hagatna
Favored Government: Tribal Council
Shunned Government: Chaos
Religion: The Old God
Sigil: Dugong
Aspect: Amphibious, +1 HP
Early Unique Unit: Dugong Kanu - An offensive and fast canoe (1/1/2) with +1 HP and +1 carrying capacity
Castle: Dugong Haus (Must be coastal)
Feast Hall: Mumu Haus (requires Livestock and Vegetables)
Tavern: Kava Stua (requires Farming, Vegetables)
Specialty: From Beneath - Dugong Bukumatula castles (Dugong Haus) can automatically attack passing enemy naval units by having a +8 Naval power.
Wonder: Gro Tais (requires Farming) - +2 Culture, Doubles City Growth, Allows City Size 3, +1 happy all cities, must be near water, City Growth causes +2, Tourist Attraction
Pirates: Lots

Tribe: Honu Mau Motu
upload_2021-1-1_10-2-38.png

Traits: Seafaring, Agricultural
Aggression Level: Somewhat Passive
Culture: Sea Mastery
Build Often: Naval Units, Growth, Explore, Defensive Land Units
Leaders: Jade Wong (F), Nikolas Ioane, Bauro Ioteba
First Settlements: Papeete, Apia, Betio
Favored Government: Tribal Council
Shunned Government: Despotism
Religion: Spirits of the Dead
Sigil: Sea Turtle
Aspect: Amphibious, +1 Defense
Early Unique Unit: Honu Monoe - A sturdy attacking canoe (1/2/1) with Radar and +1 carrying capacity
Castle: Honu Fare (Must be Coastal)
Feast Hall: Ia Ota Fare (requires Fruit and Vegetables. Must be Coastal)
Tavern: Te Inu Haavaraa (requires Distillation, Fruit and Sugarcane)
Specialty: Turtle of the Sea - Honu Mau Motu castles (Honu Fare) provide an additional naval defense of 8.
Wonder: Upo'o Marae (requires Polytheism, stone. Must be Coastal) - +4 Culture, Doubles Sacrifice, reduces war-weariness in all settlements, +1 happy, Tourist attraction
Pirates: Some

Tribe: Kangaroo Plains
upload_2021-1-1_10-58-17.png

Traits: Expansionist, Agricultural
Aggression Level: Somewhat Aggressive
Culture: Sea Mastery
Build Often: Settlers, Growth, Explore, Workers
Leaders: Olivia Smith (F), William Jones, Noah Williams
First Settlements: Canberra, Sydney, Melbourne
Favored Government: Tribal Council
Shunned Government: Hereditary Rule
Religion: The Dark Lord
Sigil: Kangaroo
Aspect: Zone of Control, +1 HP
Early Unique Unit: Kangaroo Settler - A hardy and fast settler (0/1/2) with +1 HP that ignores movement costs on ALL terrain.
Castle: Kangaroo Castle (requires Kangaroo in radius)
Feast Hall: Roast Lamb Hall (requires Livestock and Spices)
Tavern: Citrus Bitters Shop (requires Farming, Fruit and Spices)
Specialty: Prepared - Due to having to deal with many venomous creatures on their native lands, scouts, workers, and settlers have a defense of 1 (vs 0), and their unique wonders all double combat strength vs Barbarians and Wild Animals.
Wonder: The Great Opera House (requires Construction, Lumber) - +5 Culture, +4 Happy, +1 happy in all cities, +25% tax, Tourist attraction, Doubles combat strength vs. Barbarians.
Pirates: Few

Tribe: Kiwi Isles
upload_2021-1-1_10-59-47.png

Traits: Scientific, Agricultural
Aggression Level: Very Passive
Culture: Sea Mastery
Build Often: Science, Growth, Explore, Naval Units
Leaders: Amelia Smith (F), John Christian, Oliver Wilson
First Settlements: Welling, Auckland, Christchurch
Favored Government: Tribal Council
Shunned Government: Hereditary Rule
Religion: The Demigod
Sigil: Kiwi
Aspect: +1 Movement, Stealth
Early Unique Unit: Kiwi Worker - A fast worker (0/0/2) with radar and +25% worker rate
Castle: Kiwi Castle (requires Birds in radius)
Feast Hall: Meat Pie Hall (requires Livestock and Grains)
Tavern: Lemon Soda Shop (requires Farming, Fruit.)
Specialty: Waste not, want not - This tribe efficiently uses their materials. They have recycling enabled from the beginning, and their unique Improvements and Wonders reduce building disease (pollution).
Wonder: The Great Burial Grounds (requires Ceremonial Burial. Must be Coastal) - +3 Culture, Doubles Sacrifice, +1 happy, reduces war weariness in all cities, reduces building disease, tourist attraction.
Pirates: Few

Tribe: Lory Yanuyanu
upload_2021-1-2_7-50-40.png

Traits: Militaristic, Agricultural
Aggression Level: Somewhat Passive
Culture: Sea Mastery
Build Often: Offensive Land Units, Growth, Explore, Culture
Leaders: Mohammed Kumar (M), John Tari, Philippe Dubois
First Settlements: Suva, Noumea, Waqa Vila
Favored Government: Chaos
Shunned Government: Hereditary Rule
Religion: The Mother
Sigil: Lory
Aspect: Radar, Hidden Nationality
Early Unique Unit: Lory Liganiwau - A strong warrior (2/1/1) with Radar, Hidden Nationality, and the worker abilities to Irrigate and Clear damage.
Castle: Kasela Lory (requires Birds in radius)
Feast Hall: Kokoda Ni Olo (requires Palm and Fruit. Must be Coastal.)
Tavern: Yaqona Vale (requires Farming, Vegetables)
Specialty: Artistic design - This Tribe chooses to make their castles more of an artistic structure. Therefore, Kasela Lorys provide an additional culture point and happy face compared to other Tribe's castles.
Wonder: Na Levu Sara Waqa (requires Shipbuilding, Lumber. Must be Coastal) - +2 Culture, allows water trade, increases trade in water, increases luxury trade, +50% tax, may trigger Pandemic. No tourists.
Pirates: Few

Tribe: Wata Aelan
upload_2021-1-2_10-41-56.png

Traits: Expansionist, Commercial
Aggression Level: Somewhat Passive
Culture: Sea Mastery
Build Often: Settlers, Trade, Explore, Naval Units
Leaders: John Mae (M), Marie Ramo, Rose Sau
First Settlements: Honiara, Tandai, Malango
Favored Government: Tribal Council
Shunned Government: Hereditary Rule
Religion: The Many Gods
Sigil: Sea Turtle
Aspect: Amphibious, +1 Defense
Early Unique Unit: Faet Setle - A fast settler capable of handling themselves (1/1/2) with Amphibious, Radar, and Enslave.
Castle: Wata Aelan (Must be Coastal)
Feast Hall: Poi Ala (requires Vegetables)
Tavern: Kava Wata (requires Farming, Vegetables)
Specialty: Headhunting - Allows their unique units to enslave captured war units for sacrifice to the gods. Most Tribes can only do this to enemies' workers and settlers.
Wonder: Faetminista Aelan (requires Warrior Code, Lumber) - +4 Culture, Doubles Sacrifice, spawns Hem units every 45 turns, +1 happy all cities, Increases chance of leader appearing, reduces war-weariness in all cities, +1 disease. No tourists.
Pirates: Lots
 
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Maybe I could help with cities, or you can have a look at my ancient & medieval sets ^_^
I haven't even begun looking for art yet, still working out tech tree, but you were already on my short list of artists to look at. ;)
 
Maybe I could help with cities, or you can have a look at my ancient & medieval sets ^_^

Kyriakos,

So the Culture Groups for this Scenario are based on the real-world continents, so there is one for the Americas, Europe, Africa, Asia, and Oceania. First era would be akin to the Ancient times, think first structures - simple huts and the like. I am actually fine with first era CGs to be the same or very similar in their city design in this era, with them becoming more individual as it progresses. The fourth era would be the middle of the Middle Ages.

This is a Fantasy scenario, so it doesn't need to be 100% historically accurate, so long as the cities give off the feel and vibe of the continent and time.

If you have any in your library you could suggest for this, I would be highly appreciative. :)
 
A few unprincipled comments that may be useful.
In Russian-Pel'meni Kholl can be called "Pelmennaya" (пельменная). The tavern can be called "Kabak" (кабак) or "Traktir" (трактир), with the adjective - "Vodochnyi Kabak" or "Vodochnyi Traktir". There are some historical and semantic differences, the word "Kabak" is still unofficially used to refer to low-level cafes and restaurants. As a wonder, you can use the unrealized Soviet project "Dvorets S"ezdov" (Дворец Съездов - Palace of congresses) (requires iron).


For the Ukrainians.
I didn't quite understand why Nightingale. I have rather associations with a Falcon - the Ukrainian coat of arms is usually interpreted as a diving Falcon.

But this is me finding fault :).
Instead of "tavern", you can use the words " Shinok" (шинок) or "Korchma" (корчма).

I didn't see in the list of peoples of the Great Steppe - they are not there?
 
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I was alluding to this for ancient:



and this for medieval:



^_^

So for the first pic, I think that would work for the Second Era. For the first, I want to go further back, more primitive. For CGs there, in order, I see:
Asian
American
African
European
Oceanic

The second pic I see as 4th, maybe 3rd era (maybe both?), with the CGs as:
African
Oceanic???
European
Asian
American

Really my only issue with these sets is the second pic, with no real Oceanic Civ. The rest of these are perfect for it!
 
A few unprincipled comments that may be useful.
In Russian-Pel'meni Kholl can be called "Pelmennaya" (пельменная). The tavern can be called "Kabak" (кабак) or "Traktir" (трактир), with the adjective - "Vodochniy Kabak" or "Vodochniy Traktir". There are some historical and semantic differences, the word "Kabak" is still unofficially used to refer to low-level cafes and restaurants.

That is quite useful indeed. I went with literal translations, as I don't know how all of the various languages work within their native grammatical structure. Thanks for the help, I will make the change!

As a wonder, you can use the unrealized Soviet project "Dvorets S"ezdov" (Дворец Съездов - Palace of congresses) (requires iron).

I will look into that. The current Russian unique Wonder is based on the Catherine Palace, but I am not married to it yet. Again, thanks for helping out! :)

For the Ukrainians.
I didn't quite understand why Nightingale. I have rather associations with a Falcon - the Ukrainian coat of arms is usually interpreted as a diving Falcon.

But this is me finding fault :).
Instead of "tavern", you can use the words " Shinok" (шинок) or "Korchma" (корчма).

For the Sigil, I used the national animal (when there was one), and for Ukraine it is the nightingale. It might seem like a weak sigil, but I personally associate it with assassins and espionage, so because they have that as their sigil, they will be the experts at that side of the game. They'll be the best at things like invisible units, stealth attacks, and espionage missions. I'm honestly going to have to make sure it doesn't make them overpowered. Thanks for the verbiage recommendations, too!

I didn't see in the list of peoples of the Great Steppe - they are not there?

I will update the posts above with full nationalities. While there is one dominant Earth nation in each civ, almost all of them are comprised of multiple Earth nations smushed together into a new, fledgling civ. City names will actually represent that. So, for example, Led Medvedya is most notable Russian, but will incorporate the cultures of Russia, Georgia, Finland, Åland Islands, Norway, Sweden. Lis Solov'ya is primarily Ukranian, but will incorporate the cultures of Romania, Moldova, Hungary, Croatia, Slovenia, Bosnia and Herzegovina, Greece, Cyprus, Kosovo, Montenegro, North Macedonia, Albania, Bulgaria, Serbia, Ukraine.

Spoiler :
This all ties into the lore of the game, the ancient history which is to be revealed in the "Space Race" winning condition. Basically, in the very near future, mankind is forced to deal with a number of incredible threats, and all the nations of the world work together to fight common enemies, eventually forming into just 30 nations in the world, before being almost completely wiped out...
 
Some oceanic civ shouldn't be too hard to make - though I am not sure when :)
You've got time. :)


Australia
Papua New Guinea, Palau, Guam, Northern Mariana Islands, Federated States of Micronesia, Marshall Islands, Nauru
New Zealand, Norfolk Island
Fiji, Vanuatu, New Caledonia
Samoa, Tokelau, Wallis and Futuna, Tuvalu, American Samoa, Kiribati, Tonga, Niue, Cook Islands, French Polynesia, Pitcairn Islands
Solomon Islands
 
A few more minor corrections.

> Tavern: Vodochnaya Traktir

In Slavic languages, the genus of a word is shown through its ending. Since "Traktir "(and "Kabak") is masculine, the adjective in this case requires the ending "-yi" (yesterday I made a little mistake in transliteration): "Vodochnyi Traktir".

> Castle: Zamok Medvedya

IMHO, the word "Kreml'" (кремль, Kremlin) is more correct. This is not the proper name of the Moscow Kremlin, this is the General designation of the city citadel from about the XIV century. Accordingly, it will be "Kreml' Medvedya" or better with an adjective: "Medvezhiy Kreml'" (Bear's Kremlin).

> Castle: Zamok Soloveyka

Similarly, "Detinets" (детинец) is better.

> Tavern: Korchma Horilka

I think it would be more elegant to call it with an adjective: "Horilkovay (or Horilochnaya?) Korchma".

> Feast Hall: Borshch Khall

This "Hall" hurts my eyes. Maybe it makes sense to use the second name of the tavern - "Borshchevoy Shinok"?
 
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A few more minor corrections.

> Tavern: Vodochnaya Traktir

In Slavic languages, the genus of a word is shown through its ending. Since "Traktir "(and "Kabak") is masculine, the adjective in this case requires the ending "-yi" (yesterday I made a little mistake in transliteration): "Vodochnyi Traktir".

Vodochnyi Trakti it is. Thanks again!

> Castle: Zamok Medvedya

IMHO, the word "Kreml'" (кремль, Kremlin) is more correct. This is not the proper name of the Moscow Kremlin, this is the General designation of the city citadel from about the XIV century. Accordingly, it will be "Kreml' Medvedya" or better with an adjective: "Medvezhiy Kreml'" (Bear's Kremlin).

I actually originally had Kremlin, as my own research had said that, but decided against it as most people would assume it WAS based on the famous one in Moscow, and I wanted to avoid that. That having been said, if you have another suggestion better than Zamok that is not Kreml, I will happily take it. I will take your adjective phrasing with Medvezhiy with the final noun, though.

> Castle: Zamok Soloveyka

Similarly, "Detinets" (детинец) is better.

So Detinets Soloveyka?

> Tavern: Korchma Horilka

I think it would be more elegant to call it with an adjective: "Horilkovay (or Horilochnaya?) Korchma".

Which is preferred, and what is the difference - Horilkovay vs. Horilochnaya?


> Feast Hall: Borshch Khall

This "Hall" hurts my eyes. Maybe it makes sense to use the second name of the tavern - "Borshchevoy Shinok"?
Well, I want there to be a distinction that one is the eating place, the other the added drinking place, so the Tavern alternate I think would not work. But if you have a better suggestion that Khall for Feast Hall, I am open to hearing it :)
 
I actually originally had Kremlin, as my own research had said that, but decided against it as most people would assume it WAS based on the famous one in Moscow, and I wanted to avoid that. That having been said, if you have another suggestion better than Zamok that is not Kreml, I will happily take it.

Hm... Then the closest in meaning to a medieval castle will be the already mentioned Detinets. Other options are less successful - Citadel is internationally impersonal, Krepost' (крепость - Fortress) is a purely military object, even if it is part of a city (for example, Peter and Paul fortress in St. Petersburg), the word Zamok (castle) is acceptable, but it is not usually used in relation to Russian fortifications. Thus - Medvezhiy Detinets.

So Detinets Soloveyka?

Russian and Ukrainian are very similar, but there are differences. I rechecked myself - the word Detinets in Ukrainian sounds like "Дитинець", transliteration - "Ditinets". If you use the same scheme - adjective and noun, it will be Soloviniy Ditinets (Солов'їний дитинець - Nightingale's castle).

Which is preferred, and what is the difference - Horilkovay vs. Horilochnaya?

As far as I can tell, both variants are grammatically acceptable, but "Horilkovaya"is preferred.

Well, I want there to be a distinction that one is the eating place, the other the added drinking place, so the Tavern alternate I think would not work. But if you have a better suggestion that Khall for Feast Hall, I am open to hearing it :)

IRL there is no special designation for the place to eat borscht, but let it be Borschoviy Budinok (борщовий будинок) or Borschtova Hata (борщова хата). Both - borsch house, the first option is better, "hata" is an accentuated peasant, rural house.

I also wanted to clarify the names of civs. Do I understand correctly that these are "Bear's Ice" and "Nightingale's Forest"? Then I suggest reformatting them (the "adjective-noun" scheme is preferable in Eastern Slavic languages) into Medvezhiy Lyod (Медвежий Лёд) and Soloviniy Lis (Солов'їний Ліс).
 
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Thanks yet again for all the details!

I also wanted to clarify the names of civs. Do I understand correctly that these are "Bear's Ice" and "Nightingale's Forest"? Then I suggest reformatting them (the "adjective-noun" scheme is preferable in Eastern Slavic languages) into Medvezhiy Lyod (Медвежий Лёд) and Soloviniy Lis (Солов'їний Ліс).

Close. Ukraine is correct. For Russia, Bear's Tundra or Tundra of the Bear. Ice works, but Tundra preferred.
 
Thanks yet again for all the details!

Close. Ukraine is correct. For Russia, Bear's Tundra or Tundra of the Bear. Ice works, but Tundra preferred.

So, then Medvezh'ya Tundra (медвежья тундра).

Tundra is associated with a polar bear, and Russia - with a brown bear. I can suggest "tayga" (possible options, depending on the transliteration system used: "taiga", "tajga") - (тайга - taiga - northern coniferous forest) as a variant name. Medvezh'ya Taiga. Stereotypes will be observed and logic will not be violated :).

For Ukraine, you can use not an abstract forest, but, for example, an oak forest: Solovina Dibrova (Солов'їна Діброва).

I haven't tired you out with my fountain of ideas yet? :)
 
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