In my opinion, the Doviello are far too similiar to the Clan. With that in mind, I have set out to 'improve' them. This will not be nearly as in depth as the Malakim+ mod, but should be interesting nonetheless... Absorbed into FFPlus. Patch A Changelog: The Baron is unable to build himself, as intended. Other Doviello leaders are correctly unable to contruct Varulv. Lycanthropic nerfed from +1 to 'ignore terrain movement cost' Included Warkirby's wonderful new Sabretooth, Hippogriff, and Griffon units. Sabretooth - 5 :str:, available to the Animal civilization on Tundra and Snow. Will spawn instead of Lions with the Iron Working tech. Sabretooth Pride - 8 , is formed like a Wolf Pack. Max strength of 16. Can create a Sabretooth Den, reverting to the Animal Civilization. Stag made available to the Animal civilization. Spawns in forests/ancient forest. Elk - 5 :str:, will spawn instead of Stags with the Priesthood tech. Is able to cast Haste, Regenerate, Poisoned Blade, Fertility, and Treetop Defense. Has Divine/Channeling2, and is guaranteed to begin with your state religion. Beast unit. Hippogriff - Same stats as the Griffon. Able to carry 1 cargo, available to the Animal civilization, and can spawn anywhere Griffons do. Hippogriff Flight - Same stats as the Griffon Flight, and is able to carry 2 cargo. Cave Bear - Massive beast unit. 9 :str:, replaces the Bear with Divine Essence. Cave Bear Pack - 12 , is formed like a Wolf Pack. Max strength of 27. Can create a Cave Bear Den, reverting to the Animal Civilization. Mezmerize Animal is now able to capture animals belonging to the Animal civilization regardless of relations. Assorted other bug fixes that I can't remember. Version 022: New Gameplay Mechanics: Spoiler : Animal Spawning: Animals will spawn in each city, modified by the cities population. It is an initial chance of 4%, reduced by .4% for each population point over 1, meaning a city with pop 11 will not spawn any animals. This keeps them to your borders where there are less people, and fits mechanically as it's a built in spawn control. The spawn chance can be increased in two ways: Adopting the Doviello-only Membership civic 'Council of the Wilds' will double the chance, and following the Fellowship of the Leaves will increase it by 50%. Following both will result in an initial chance of 12%, and animals will continue to spawn until pop 31 rather than 11. Initially, all that will spawn are Wolves. As you gain new techs, you'll be able to build a few National Wonders, upon completion of which new animals will be allowed to spawn. Kindred Spirits: All units built in a Den city will start with a Kindred Spirit promotion. These promotions are initially weak, but allow a second, more powerful promotion once other requirements are met. Bear - March - Strong (Requires Combat 4). Wolf - 2 First Strikes - 1 Movement (Requires Drill 3). Lion - Courage - Mesmerize Animal (Requires Level 5). Griffin - Extra Sight - Move Impassable (Requires Combat 2/Drill 2). Stag - Magic Resistance/Double movement in Forest - Magic Immune (Requires Combat 5). Mammoth - 20% more xp from combat - Can Ride Mammoths (Requires Level 4). Duel System: Doviello units are now able to duel, excluding settlers, naval units, animals and workers. Takes actual combat odds into account, but just as in combat even a unit with 99.5% combat odds can lose. In order to duel, just bring at least two eligible units into a stack. Select the unit you'd like to be the Challenger, and use the 'Issue Challenge' ability, granting the 'Challenger' promotion to the unit, with a 1 turn duration. Then, select the unit you'd like to be the Defender, and use the 'Accept Challenge' ability. The 'Challenger' promotion blocks any other unit from using 'Issue Challenge', and allows 'Accept Challenge'. Before the combat is taken into account, there is a 10% chance for the duel to be a draw, in which case both units are severely injured, and a 3% chance for both units to die. In the event of a tie, each unit gains 10% of the other's xp. If the duel does not end in a tie or death, one unit WILL die. However, the other gains 50% of the killed units xp, with a bonus of 2xp in case they are fresh units. Mr. Underhills experience share code: New Doviello units inherit XP from your existing army, but with diminishing returns so as to discourage swarming. Basically, a small, highly promoted pack is better than a swarm, better differentiating the Doviello and the Clan. It works very well combined with the Duel system, and the Scavenger promotion. Scavenger promotion - Gained after successful combat with a living enemy. Promotion expires in 5 turns. Unit costs no maintenance. Does not cause War Weariness. Does not cost military support. Can sacrifice to provide 10 to a city. Heals an extra 5%/5%/5% in Friendly/Neutral/Enemy territory. Looting - Any unit with the Doviello version of the 'Winterborn' racial promotion is now able to steal weapons from defeated enemies. At the moment, this includes: Bronze/Iron/Mithril Weapons Enchanted Blade Leaders: Spoiler : Charadon becomes Aggressive/Warlord, loses Barbarian. Warlord Trait from Fall Flat- doubles the production speed of all training buildings, and increases experience gained from combat for Melee, Recon, and Archery units. Mahala becomes Neutral, Financial/Ingenuity/Raiders, and gets another makeover. (Courtesy Opera. ) Baron Duin Halfmorn is now a Doviello leader. While he is in game, no civilization can build him. In compensation, the Baron recieves a unique hero, Varulv, at Feral Bond. Evil, Agnostic/Lycanthropic. Favourite civic is slavery, wonder is Form of the Titan, the same as all other Doviello Leaders. Lycanthropic allows units to ignore terrain costs, and allows you to promote to Cannibalism after Combat 2, same as Undead. Yes, this means ALL Doviello units can gain Cannibalism under Duin. New/Changed Units: Spoiler : Lucian - Lucian gains 'Battle-Hardened'. Lesser version of Hero. 0.5 experience per turn, to a max of 50. 10% chance to avoid bad lair results. (Hero has 25%) 10% chance to resist spells. (Hero is 20%) Allows Heroic Strength/Defense 1, does NOT allow the second level. Varulv - New Werewolf hero, available only to Duin. Requires Feral Bond, same stats as the Baron. Can use the Feral Howl ability every 15 turns, enraging all recon units on the tile for 10 turns and allowing them to become Blooded Werewolves if successful in combat. Bear Rider - horse archer UU. No ranged attack, higher strength. 8 rather than 6, no ranged attack, no defensive strikes. Does not require Archery. Stag - Stag Copse is able to be constructed at KotE. Starts with Body I and Nature I. Will spawn in Forests for the Animal Civilization. Elk - Replaces the Stag with Priesthood. Strength 5 Beast. Starts with Body I, Body 2, Nature I, Nature 2, Creation 2, Channeling 2, and Divine. Cannot gain any additional spell spheres, but will ALWAYS gain your state religion, allowing it to act as a priest. Mammoth - Mammoth Den is available with Horseback Riding. Elephant clone, can be upgraded to Mammoth Rider. Begins with Winterborn, is available to the Animal civilization. Mammoth Rider artwork brought in. 1 more than War Elephants, Amurite model is available to everyone. Illians and Doviello have unique art. Mammoth Riders have Winterborn. Lion Pride - 6 , is formed like a Wolf Pack. Max strength of 12. Can create a Lion Den, reverting to the Animal Civilization. Sabretooth - 5 :str:, replaces the Lion with Iron Working. Will spawn for the Animal Civilization in Tundra and Snow. Sabretooth Pride - 8 :str:, is formed like a Wolf Pack. Max strength of 16. Can create a Sabretooth Den, reverting to the Animal Civilization. Griffon Flight - 6 , is formed like a Wolf Pack. Max strength of 15. Can create a Griffon Weyr, reverting to the Animal Civilization. Hippogriff - Same stats as the Griffon. One cargo space. Replaces the Griffon with Stirrups. Can spawn for the Animal Civilization anywhere the Griffon can. Model by Warkirby. Hippogriff Flight - Same stats as the Griffon Flight. Two cargo. Max strength of 15. Can create a Hippogriff Weyr, reverting to the Animal Civilization. Bear Pack - 7 , is formed like a Wolf Pack. Max strength of 18. Can create a Bear Den, reverting to the Animal Civilization. Cave Bear - Massive 9 :str: Beast. Replaces the Bear with Divine Essence. Cave Bear Pack - 12 , is formed like a Wolf Pack. Max strength of 27. Can create a Cave Bear Den, reverting to the Animal Civilization. Spells and Civics: Spoiler : Worldspell: Wild Hunt was a great worldspell, but is too powerful with the new spawn system. Call of the Wild: Spawns a new animal for each animal unit you control, and the new unit has a 20% chance to gain any promotion the parent unit possesses. Civic: 'Council of the Wilds', Doviello-only Membership civic. Grants Heroic Strength 1 to all animal units, and doubles the spawn rate at the cost of not running Undercouncil. Mezmerize Animal: Now allows the capture of wild animals regardless of your relations with them. This fix also applies to the Animal Kindred ability granted by the 'Mark of the Lion' promotion. Resources and Buildings: Spoiler : Bison resource: Northern cows. Visible to everyone. Should break up some of the endless amounts of Arctic Deer. Doviello gain a flavourstart preference for them. Wolf Den - Rolled into the Doviello Palace. Grants a 'Mark of the Wolf' promotion to all units built in the city. Lion Den - Available with Mining. Grants a 'Mark of the Lion' promotion to all units built in the city, and allows Lions to spawn. Bear Den - Available with Smelting. Grants a 'Mark of the Bear' promotion to all units built in the city, and allows Bears to spawn. Mammoth Den - Available with Horseback Riding. Grants a 'Mark of the Mammoth' promotion to all units built in the city, and allows Mammoths to spawn. Griffon Weyr - Available with Animal Handling. Grants a 'Mark of the Griffin' promotion to all units built in the city, and allows Griffons to spawn. Stag Copse - Available with Knowledge of the Ether Grants a 'Mark of the Stag' promotion to all units built in the city, and allows Stags to spawn. That SHOULD be all the changes... Can't be sure of course, lots of little things. All changes are documented in a 'Doviello+' Concept section in the 'pedia. Of course, there were a few changes more in the first version, but they've already been absorbed... Features now part of FF: Spoiler : 'Feral' trait added. Grants peace with the Animal civilization. -20% rate Feral is now the Doviello CivTrait. Doviello gain 1 on Tundra, and 1 on Ice. Brings Tundra up to par with Plains. Ice becomes farmable. Grassland is still superior, and will stay that way.