Elven Lore (High elf, Wood Elf, Dark Elf)
--- +Bonus research in the first age.
--- +Bonus +2 to health for every city
---
+ overall stronger units (they are elves nothing more to say
)
--- +all elves move a base 2 squares
---
malus 50% to unit production
--- -High upkeep for units
--- -Cities grow slower (+100% time... their major drawback and weakness...population)
Dwarven Lore (Dwarf, Chaos Dwarf)
--- +Bonus research in the first age.
--- +all mineral resources provide +1 extra happyness (Gems, gold, iron, copper, gromril, ithilmar etc)
--- +Dwarf workes can build improvements on Peaks (but not roads) and get the 'dwarven mine' and 'dwarven quarry' improvements (+1 hammer each)
--- overall stronger units (da stunties be tough)
--- +all units magic resistant
---
25% attack malus when in forest or jungle
--- -High upkeep for units
--- malus 25% to unit production
--- -Cities also grow slower
(+75% time, again their major drawback and weakness is population)
Oriental Tradition(Ind, Cathay, Nippon)
--- + -20% unit upkeep
--- 10% less sickness from population
--- +workers work +25% faster (due to there being more of them, (also increse the number of modles in worker modles))
---
+ can levy more troops
---
- overall weaker late units (their technology suck compared to the other human civs ... number is the key for them)
Old World Customs(Empire, Kislev, Tilea, Estalia, Bretonnia)
--- +2 better relations with all other Old World civs.
--- +1 happiness from military units stationed in cities (max 3?)
--- + 25% less build time for granery, court house?
---
-5 worse relations with greenskin civs, skavens and chaos civs
---
-2 worse relations with elves and ogre civs
--- - 2 extra unhappiness if no units stationed in city
---
- chaos religion has higher chance of spreading in their cities
Greenskin Animosity(Orcs, Gobblins, Hobgblin heg.)
--- + special, early building (replace training ground) Battle Arena, enables units stationed in city to duel to death in order to gain EXP (as with bloodboul stadium)
--- + very cheap units (25% less cost and build time)
--- + x free units according to number of cities.
--- +2 better relations with all other greenskin civs
--- + can levy more troops
--- + no war wearyness
--- + bonus to pillaging
--- - Animosity mechanism applies (if we get it working again) (this is a major setback)
---
-4 worse relations with all civs.
--- - peace wearyness grows overtime (as for war wearyness of the other civs)
Undead Curse (Khemri, Vampire Counts, Lhamia)
--- +all units unaffected by moral, fear, terror or any kind of psychology effect.
--- +living units killed in civ's boarders have chance of being raised as undead (20%?)
--- +workers can build 'grave yard' improvement to replace cottage, upgradeable improvement (Grave -> Grave Yard -> Cemetary -> Crypt (or such, perhaps renamed for khemri and Lhamia)) which has increasing chance of spawing skelleton warriors when enemies are near by. can also be razed by magic users to build more units.
--- -units have a range of movment. cannot move more than 3 squares from civ's boarders, or from the line of sight of a spell caster otherwise they get a negative healing promotion which end up killing them.
--- -enemy cities captured are reduced to 1 population and some units are spawned.
--- -cities only gain population through the sacrificing of units in cities.
New World Customs (Lizardmen, Amazon)
--- + cities get no unhealthyness from jungle, swamp or floodplain.
--- + Jungle provides +1 food and +1 hammer, workers can build cottages in jungle without having to clear them.
--- +all units get double movement and +25% attack and defence when in jungle.
--- +jungle provides +1 happiness.
---
+ swamps act as oases
--- -workers cannot build improvemetns other than on strategic or bonus resources, roads and jungle cottages.
--- -units get negative healing promotion when on tundra, ice, or desert (not flood plains or oases, they are fine on those) (not adapted to such harsh climates)
---
-no external trade routes and ressources trade agreement
Chaos Taint (Hung, Kurgan, Norsaca, Beasts of Chaos)
---
+2 better relations with all other Chaos Tainted civs.
--- +Chaos terrain provides +1 happiness (plain of bones etc)
--- + no war wearyness
--- + bonus to pillaging
--- -4 worse relations with all civs that are not Chaos Tainted civs.
--- - cannot trade with non Chaos taint civs
--- - peace wearyness