1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Naeralith Reborn: Civ 5 Mod

Discussion in 'Civ5 - Creation & Customization' started by Alzara, Sep 28, 2010.

  1. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
  2. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    Civilisation Design Part 1
     
  3. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    Civilisation Design Part 2
     
  4. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    Unit Design

    Units in NR will be designed to complement each other such that masses of a single type of troop will be weaker than a tactically balanced army.

    Basic units will be available at the start which will upgrade to more powerful versions. For the core, recon and siege lines, units from tier 3 and beyond may only be acquired through the upgrade of units. For example, with the core units, you will only ever be able to build Militia Axeman, Militia Swordsman, Militia Spearman and Militia Archer. Only once these have acquired enough experience may they be upgraded to the more powerful units beyond. This will be possible through both combat and through training with certain buildings (more to be announced on this later).

    When specialising units, there are various paths at which the "career" of a unit can be sent down. Many of these are an offensive and defensive path, whereas others are simply varied upgrade options to allow for tactical variation.

    Below are the basic unit trees with statistics for each unit (subject to change).

    Enjoy for now and please feel free to comment or critique what has been shown so far :)

    Spoiler Units :

    Spoiler Core Units :



    Spoiler Era 1 :

    Warrior
    Unit Class: Melee
    Str: 6
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 40
    First Military Unit


    Spoiler Era 2 :

    Militia Axeman
    Unit Class: Melee
    Str: 10
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 80
    Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

    Militia Swordsman
    Unit Class:
    Melee Str: 10
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 80
    Receives a +25% combat bonus against City Attack

    Militia Spearman
    Unit Class: Melee
    Str: 8
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 70
    Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

    Militia Archer
    Unit Class: Ranged
    Str: 4
    Ranged Str 6
    Range: 2
    Moves: 2
    Cost: 90
    May not melee attack. Performs Ranged attacks

    Chariot
    Unit Class: Heavy Cavalry
    Str: 8
    Ranged Str -
    Range: -
    Moves: 3
    Cost: 80
    Resource Req: Ni'Vae
    Can move after attacking.


    Spoiler Era 3 :

    Axeman Warband
    Unit Class: Melee
    Str: 16
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 120
    Receives a +25% combat bonus against Melee Units. -15% vs Ranged Units.

    Swordsman Warband
    Unit Class: Melee
    Str: 18
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 150
    Resource Req: Iron
    Receives a +25% combat bonus against City Attack

    Spearman Warband
    Unit Class: Melee Str: 12
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 100
    Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry

    Archer Warband
    Unit Class: Ranged
    Str: 6
    Ranged Str 12
    Range: 2
    Moves: 2
    Cost: 120
    May not melee attack. Performs Ranged attacks

    Nivae Riders
    Unit Class: Heavy Cavalry
    Str: 12
    Ranged Str -
    Range: -
    Moves: 3
    Cost: 100
    Resource Req: Ni'Vae
    Can move after attacking. +15% vs Melee.

    Nivae Chargers
    Unit Class: Heavy Cavalry
    Str: 10
    Ranged Str -
    Range: -
    Moves: 3
    Cost: 90
    Resource Req: Ni'Vae
    Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

    Nivae Archers
    Unit Class: Heavy Cavalry
    Str: 7
    Ranged Str 10
    Range: 2
    Moves: 3
    Cost: 80
    Resource Req: Ni'Vae
    Can move after attacking. Performs Ranged attacks


    Spoiler Era 4 :

    Axeguard Defenders
    Unit Class: Melee
    Str: 21
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 160
    Receives a +25% combat bonus against Melee Units. +1 HP

    Berserkers
    Unit Class:
    Melee Str: 21
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 160
    Receives a +25% combat bonus against Melee Units. Can move after attacking. Can attack twice, -15% vs Ranged Units.

    Blade Dancers
    Unit Class: Melee
    Str: 25
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 240
    Resource Req: Iron
    Receives a +25% combat bonus against City Attack

    Swordsman Regiment
    Unit Class: Melee
    Str: 25
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 240
    Resource Req: Iron
    Receives +10% strength for every adjacent friendly unit

    Javalineer Warband
    Unit Class: Melee
    Str: 16
    Ranged Str 12
    Range: 1
    Moves: 2
    Cost: 150
    Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

    Pikeman
    Unit Class: Melee
    Str: 16
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 140
    Receives a +50% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

    Crossbowman
    Unit Class: Ranged
    Str: 10
    Ranged Str 20
    Range: 2
    Moves: 2
    Cost: 180
    May not melee attack. Performs stronger Ranged attacks

    Longbowman
    Unit Class: Ranged
    Str: 10
    Ranged Str 17
    Range: 3
    Moves: 2
    Cost: 180
    May not melee attack. Performs Further Ranged attacks

    Mounted Infantry
    Unit Class: Heavy Cavalry
    Str: 22
    Ranged Str -
    Range: -
    Moves: 3
    Cost: 200
    Resource Req: Ni'Vae
    Can move after attacking. +15% vs Melee.

    Nivae Lancer
    Unit Class: Heavy Cavalry
    Str: 22
    Ranged Str -
    Range: -
    Moves: 3
    Cost: 200
    Resource Req: Ni'Vae
    Can move after attacking. +50% vs Light Cavalry and Heavy Cavalry

    Nivae Cavalry
    Unit Class: Heavy Cavalry
    Str: 15
    Ranged Str 18
    Range: 2
    Moves: 3
    Cost: 190
    Resource Req: Ni'Vae
    Can move after attacking. Performs Ranged attacks


    Spoiler Era 5 :

    Shieldwall
    Unit Class: Melee
    Str: 35
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 290
    Receives a +33% combat bonus against Melee Units. +2 HP

    Reavers
    Unit Class: Melee
    Str: 35
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 290
    Receives a +33% combat bonus against Melee Units. Can attack twice. -15% vs Ranged Units.

    Blademasters
    Unit Class: Melee
    Str: 40
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 320
    Resource Req: Iron
    Receives a +33% combat bonus against City Attack

    City Guard
    Unit Class: Melee
    Str: 40
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 320
    Resource Req: Iron
    Receives +10% strength for every adjacent friendly unit. +25% city defence.

    Assault Javalineers
    Unit Class: Melee
    Str: 30
    Ranged Str 21
    Range: 1
    Moves: 2
    Cost: 260
    Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. Performs Short Ranged attacks

    Halbardiers
    Unit Class: Melee
    Str: 30
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 260
    Receives a +100% combat bonus against Light Cavalry and Heavy Cavalry. +1 HP

    Marksman
    Unit Class: Ranged
    Str: 19
    Ranged Str 34
    Range: 2
    Moves: 2
    Cost: 230
    May not melee attack. Performs stronger Ranged attacks

    Flurry
    Unit Class: Ranged
    Str: 19
    Ranged Str 31
    Range: 3
    Moves: 2
    Cost: 230
    May not melee attack. Performs Further Ranged attacks. Can attack twice

    Knight
    Unit Class: Heavy Cavalry
    Str: 34
    Ranged Str -
    Range: -
    Moves: 3
    Cost: 280
    Resource Req: Ni'vae + Iron
    Can move after attacking. +15% vs Melee, Light Cavalry and Heavy Cavalry



    Spoiler Recon Units :



    Spoiler Era 1 :

    Scout
    Unit Class: Recon
    Str: 4
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 25
    Ignores terrain movement costs.


    Spoiler Era 2 :

    Tracker
    Unit Class: Recon
    Str: 6
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 60
    Ignores terrain movement costs. +15% strength in Rough Terrain

    Skirmishers
    Unit Class: Recon
    Str: 6
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 60
    Ignores terrain movement costs. +15% strength in Open Terrain


    Spoiler Era 3 :

    Ranger
    Unit Class: Recon
    Str: 11
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 90
    Ignores terrain movement costs. +33% strength in Rough Terrain

    Assassin
    Unit Class: Recon
    Str: 11
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 90
    Ignores enemy Zone of Control. Invisible. Targets non military units first (Civilians, General, Sorcerers etc.)

    Skirmish Archers
    Unit Class: Recon
    Str: 8
    Ranged Str 10
    Range: 2
    Moves: 2
    Cost: 90
    May not melee attack. Ignores terrain movement costs. +20% strength in Open Terrain. Performs Ranged Attacks

    Skirmish Infantry
    Unit Class: Recon
    Str: 11
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 90
    Ignores terrain movement costs. +10% strength in Open Terrain. +10% vs Recon Units

    Strider Scouts
    Unit Class: Light Cavalry
    Str: 9
    Ranged Str -
    Range: -
    Moves: 4
    Cost: 80
    Resource Req: Striders
    Ignores terrain movement costs, Can move after attacking. +50% vs Siege

    Strider Skirmishers
    Unit Class: Light Cavalry
    Str: 9
    Ranged Str -
    Range: -
    Moves: 4
    Cost: 80
    Resource Req: Striders
    Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units


    Spoiler Era 4 :

    Beastmaster
    Unit Class: Recon
    Str: 15
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 120
    Ignores terrain movement costs. +33% strength in Rough Terrain. +50% vs Beasts. Defeated Beasts are converted to your side

    Master Assassin
    Unit Class: Recon
    Str: 15
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 120
    Ignores enemy Zone of Control. Can enter rival territory without incurring diplomatic penalties. Invisible. Targets non military units first (Civilians, Generals, Sorcerers etc.)

    Sniper Squad
    Unit Class: Recon
    Str: 11
    Ranged Str 15
    Range: 2
    Moves: 2
    Cost: 120
    Ignores terrain movement costs. +33% strength in Open Terrain. +25% defense against ranged attacks. Performs Ranged Attacks

    Guerilla Band
    Unit Class: Recon
    Str: 15
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 120
    Ignores terrain movement costs. +20% strength in Open Terrain. +20% vs Recon units

    Strider Stalkers
    Unit Class: Light Cavalry
    Str: 20
    Ranged Str -
    Range: -
    Moves: 4
    Cost: 170
    Resource Req: Striders
    Ignores terrain movement costs, Can move after attacking. +50% vs Siege.

    Strider Chargers
    Unit Class: Light Cavalry
    Str: 20
    Ranged Str -
    Range: -
    Moves: 4
    Cost: 170
    Resource Req: Striders
    Ignores terrain movement costs, Can move after attacking. +25% vs Ranged Units



    Spoiler Siege Units :



    Spoiler Era 2 :

    Catapult
    Unit Class: Siege
    Str: 4
    Ranged Str 14
    Range: 2
    Moves: 2
    Cost: 100
    Resource Req: Iron
    May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.


    Spoiler Era 3 :

    Trebuche
    Unit Class: Siege
    Str: 6
    Ranged Str 20
    Range: 2
    Moves: 2
    Cost: 250
    Resource Req: Iron
    May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

    Ballista
    Unit Class: Siege
    Str: 7
    Ranged Str 19
    Range: 2
    Moves: 2
    Cost: 250
    May not melee attack. Receives a +10% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.


    Spoiler Era 4 :

    Mortar
    Unit Class: Siege
    Str: 14
    Ranged Str 32
    Range: 3
    Moves: 2
    Cost: 320
    Resource Req: Iron
    May not melee attack. Receives a +10% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

    Cannon
    Unit Class: Siege
    Str: 16
    Ranged Str: 32
    Range: 2
    Moves: 2
    Cost: 320
    Resource Req: Iron
    May not melee attack. Receives a +20% combat bonus versus cities, performs ranged attacks.

    Bolt Thrower
    Unit Class: Siege
    Str: 18
    Ranged Str 30
    Range: 2
    Moves: 2
    Cost: 320
    May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks.


    Spoiler Era 5 :

    Artillery
    Unit Class: Siege
    Str: 16
    Ranged Str 46
    Range: 4
    Moves: 2
    Cost: 420
    Resource Req: Iron
    May not melee attack. Receives a +15% combat bonus versus cities, performs ranged attacks. May perform indirect fire.

    Grand Cannon
    Unit Class: Siege
    Str: 18
    Ranged Str 46
    Range: 3
    Moves: 2
    Cost: 420
    Resource Req: Iron
    May not melee attack. Receives a +33% combat bonus versus cities, performs ranged attacks.

    Repeater Bolt Thrower
    Unit Class: Siege
    Str: 21
    Ranged Str 42
    Range: 2
    Moves: 2
    Cost: 420
    May not melee attack. Receives a +20% combat bonus versus Melee, Heavey Cavalry and Light Cavalry. performs ranged attacks. Can attack twice.



    Spoiler Naval Units :



    Spoiler Era 2 :

    Warship
    Unit Class: Naval
    Str: 8
    Ranged Str 6
    Range: 2
    Moves: 4
    Cost: 80
    First combat ship. May not melee attack. Cannot enter ocean.

    Explorers
    Unit Class: Naval
    Str: 6
    Moves: 6
    Cost: 60
    First recon ship. May not melee attack. Cannot enter ocean. -50% damage from nautical features (storms etc).


    Spoiler Era 3 :

    Warship Fleet
    Unit Class: Naval
    Str: 18
    Ranged Str 12
    Range: 2
    Moves: 4
    Cost: 150
    May not melee attack. Cannot enter ocean. +25% verses Barbarian Units.

    Explorer Fleet
    Unit Class: Naval
    Str: 12
    Ranged Str 6
    Range: 2
    Moves: 6
    Cost: 100
    May not melee attack. -75% damage from nautical features (storms etc).


    Spoiler Era 4 :

    Raider Fleet
    Unit Class: Naval
    Str: 25
    Ranged Str 18
    Range: 2
    Moves: 4
    Cost: 320
    May not melee attack.

    Defense Fleet
    Unit Class: Naval
    Str: 30
    Ranged Str 16
    Range: 2
    Moves: 3
    Cost: 350
    May not melee attack. +25% verses Barbarian Units. +15% Naval Bombardment. Interception (20).

    Blockade Runners
    Unit Class: Naval
    Str: 20
    Ranged Str 12
    Range: 2
    Moves: 5
    Cost: 300
    May not melee attack. Ignores zone of control. Can cross reef feature (uses all remaining moves).

    Voyagers
    Unit Class: Naval
    Str: 18
    Ranged Str 12
    Range: 2
    Moves: 6
    Cost: 250
    May not melee attack. +1 extra sight. -75% damage from nautical features (storms etc).

    Privateers
    Unit Class: Naval
    Str: 20
    Ranged Str 16
    Range: 2
    Moves: 4
    Cost: 300
    Can move after attacking. Hidden nationality.

    Merchant Fleet
    Unit Class: Naval
    Str: 25
    Ranged Str 10
    Range: 2
    Moves: 3
    Cost: 280
    May not melee attack. Ability to generate gold based on distance to nearest city, used next to friendly cities and must recharge ability in one of your own cities.


    Spoiler Era 5 :

    Assault Armarda
    Unit Class: Naval
    Str: 50
    Ranged Str 30
    Range: 3
    Moves: 4
    Cost: 500
    May not melee attack. +25% to land bombardment. Indirect Fire.

    Coastguard
    Unit Class: Naval
    Str: 60
    Ranged Str 22
    Range: 3
    Moves: 3
    Cost: 500
    May not melee attack. +25% vs Barbarian ships. +50% strength on coast. Indirect Fire. Can see hidden naval units. Interception (40).

    Wave Riders
    Unit Class: Naval
    Str: 45
    Ranged Str 20
    Range: 2
    Moves: 8
    Cost: 400
    May not melee attack. Indirect Fire. Ignores zone of control. Can cross reef feature (uses all remaining moves).

    Pioneer Fleet
    Unit Class: Naval
    Str: 30
    Ranged Str 16
    Range: 2
    Moves: 7
    Cost: 380
    May not melee attack. +3 Extra Sight. -100% damage from nautical features (storms etc). Can found cities. Can 'sacrifice' up to 3 settlers to increase the base population of the founded city by 1.

    Renegade Fleet
    Unit Class: Naval
    Str: 45
    Ranged Str 18
    Range: 2
    Moves: 6
    Cost: 400
    +1 Extra Sight. Can move after attacking. Hidden nationality. Can capture defeated ships.

    Naval Opportunits
    Unit Class: Naval
    Str: 40
    Ranged Str 18
    Range: 2
    Moves: 5
    Cost: 380
    May not melee attack. +1 Extra Sight. Ability to generate gold based on distance to nearest city, used next to friendly cities and must recharge ability in one of your own cities.



    Spoiler Magical Units :



    Spoiler Era 1 :

    Emergent Sorcerer
    Unit Class: Arcane
    Str: 4
    Ranged Str 4
    Range: 1
    Moves: 2
    Cost: 90
    May not melee attack. Can cast spells and performs weak Ranged Attacks.


    Spoiler Era 2 :

    Sorcerer Apprentice
    Unit Class: Arcane
    Str: 8
    Ranged Str 8
    Range: 1
    Moves: 2
    Cost: 130
    May not melee attack. Can cast spells and performs Ranged Attacks.


    Spoiler Era 3 :

    Enchanter
    Unit Class: Arcane
    Str: 12
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 180
    Resource Req: Starmetal
    May not melee attack. gains 'Enchanter' promotion (cast spells and Provides Buffs to nearby units.) which can be carried over to other unit classes on upgrade

    Sorcerer
    Unit Class: Arcane
    Str: 10
    Ranged Str 12
    Range: 2
    Moves: 2
    Cost: 180
    Resource Req: Starmetal
    May not melee attack. Can cast many spells and performs Ranged Attacks.

    Battlemage
    Unit Class: Arcane
    Str: 10
    Ranged Str 14
    Range: 2
    Moves: 2
    Cost: 190
    Resource Req: Starmetal
    Gains 'Battlemage' promotion (Can cast spells and performs strong Ranged Attacks.) which can be carried over to other unit classes on upgrade


    Spoiler Era 4 :

    Sorcerer Lord
    Unit Class: Arcane
    Str: 18
    Ranged Str 22
    Range: 2
    Moves: 2
    Cost: 220
    Resource Req: Starmetal
    May not melee attack. Can cast powerful spells and performs Ranged Attacks.



    Spoiler Divine Units :



    Spoiler Era 1 :

    Novice
    Unit Class: Divine
    Str: 5
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 60
    Medic 1, can cast some divine buffing spells


    Spoiler Era 2 :

    Priest
    Unit Class: Divine
    Str: 9
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 110
    Medic 1 and 2, can cast divine buffing spells


    Spoiler Era 3 :

    Inquisitor
    Unit Class: Divine
    Str: 14
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 160
    Resource Req: Incense
    Gains 'Inquisitor' promotion (Medic 1 and 2, Can influence rival cities, can quell annexed cities.) which can be carried over to other unit classes on upgrade

    High Priest
    Unit Class: Divine
    Str: 12
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 150
    Resource Req: Incense
    Medic 1 and 2, can cast divine buffing spells

    Healer
    Unit Class: Divine
    Str: 12
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 150
    Resource Req: Incense
    Gains 'Healer' promotion (Medic 1, 2 and 3. can cast divine Healing spells.) which can be carried over to other unit classes on upgrade


    Spoiler Era 4 :

    Pontifex
    Unit Class: Divine Str: 20
    Ranged Str -
    Range: -
    Moves: 2
    Cost: 210
    Resource Req: Incense
    Medic 1 and 2, can cast powerful divine buffing spells


     
  5. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    Building Design

    Here is the new design for the buildings in Naeralith Reborn.
    Many of the buildings have been tweaked to allow for proper utilisation of resources.
    As always community feedback is vital to the evolution of this mod, so please be critical of how we have designed these buildings.
    Tech requirements are still pending the initial tech tree design, but will be added with time.
    Many thanks to TheChanger who re-wrote our initial building design to include the resources!

    Enjoy :)

    Spoiler Buildings :

    Spoiler Standard Buildings :

    Spoiler Era 1 :

    Barracks
    Building Type: Military
    Cost: 80
    Maintenance: 1
    Tech Req: -
    EXP Changes: +15XP to all land units

    Monument
    Building Type: Cultural
    Cost: 60
    Maintenance: 1
    Tech Req: -
    Yield changes: +2 Culture

    Herbalist
    Building Type: Yield
    Cost: 80
    Maintenance: 1
    Tech Req: -
    Yield changes: +1 food from each worked Alendus
    Other Notes: Heals units adjacent to the city +1 HP per turn.

    Granary
    Building Type: Yield
    Cost: 120
    Maintenance: 1
    Tech Req: -
    Nearby Resource Req: Maelo, Slui, Sporral, Yumba
    Yield changes: +2 food, +1 food for each worked Maelo, Slui, Sporral and Yumba

    Smokehouse
    Building Type: Yield
    Cost: 120
    Maintenance: 1
    Tech Req: -
    Nearby Resource Req: Brazain, Mulgorf, Shibbil, Wezsqui
    Yield changes: +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui

    Fishing Village
    Building Type: Yield
    Cost: 120
    Maintenance: 1
    Tech Req: -
    Nearby Resource Req: Copuls, Eels, Fish, Lumanins
    Nearby Terrain Req: Coastal City
    Yield changes: +2 food, +1 food for each worked Copuls, Eels, Fish and Lumanins

    Elder Council
    Building Type: Research
    Cost: 70
    Maintenance: 1
    Specialist Slots: +1 Sage
    Yield changes: +2 Science

    Watch Towers
    Building Type: Defence
    Cost: 100
    Maintenance: 1
    Defence Changes: +5 Defence

    City Square
    Building Type: Economic
    Cost: 80
    Maintenance: 0
    Tech Req: -
    Specialist Slots: +1 Merchant
    Yield changes: +4 gold

    Street Entertainers
    Building Type: Happiness
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Specialist Slots: +1 Bard
    Happiness: +2 Happiness


    Spoiler Era 2 :

    Training Yard
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks
    EXP Changes: +15XP to all Melee units

    Hippodrome
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks
    Nearby Resource Req: Ni'Vae/Striders
    EXP Changes: +15XP to all Heavy Cavalry and Light Cavalry units

    Archery Range
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks
    EXP Changes: +15XP to all Archer units

    Hunting Lodge
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks
    Yield changes: +1 food for each worked Avuulin. +1 Gold for each worked Kratan.
    EXP Changes: +15XP to all Recon units

    Forge
    Building Type: Military
    Cost: 120
    Maintenance: 2
    Tech Req: -
    Nearby Resource Req: Iron
    Production Changes: +20% production of land Units

    Temple
    Building Type: Cultural
    Cost: 120
    Maintenance: 2
    Building Req: Monument
    Specialist Slots: +1 Priest
    Yield changes: +3 Culture

    Carnival
    Building Type: Cultural
    Cost: 140
    Maintenance: 3
    Tech Req: -
    Building Req: Street Entertainers
    Happiness: +2 Happiness
    Yield changes: +3 Culture

    Grocers
    Building Type: Yield
    Cost: 120
    Maintenance: 1
    Tech Req: -
    Nearby Resource Req: Japula, Kalkus Fruit, Malumi, Tropical Fruits
    Yield changes: +2 food, +1 food for each worked Japula, Kalkus Fruit, Malumi, Tropical Fruits

    Lighthouse
    Building Type: Yield
    Cost: 80
    Maintenance: 1
    Tech Req: -
    Nearby Terrain Req: Coastal City
    Yield changes: +1 Food from Water tiles

    Garden
    Building Type: Yield
    Cost: 120
    Maintenance: 2
    Tech Req: -
    Nearby Terrain Req: River/Lake
    Specialist Slots: +1 Bard
    Yield changes: +25% GPP. +1 science and Culture from worked Fraeyalillies

    Water Mill
    Building Type: Yield
    Cost: 120
    Maintenance: 1
    Tech Req: -
    Nearby Terrain Req: Next to a River
    Specialist Slots: +2 Engineer
    Yield changes: +2 Production

    Library
    Building Type: Research
    Cost: 80
    Maintenance: 1
    Tech Req: -
    Specialist Slots: +2 Sage
    Yield changes: +1 Science for every 2 citizens in the city

    Walls
    Building Type: Defence
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Defence Changes: +5 Defence

    Guard Towers
    Building Type: Defence
    Cost: 120
    Maintenance: 1
    Tech Req: -
    Building Req: Watch Towers
    Defence Changes: +5 Defence. Adjacent enemies take 1 damage.

    Tailor
    Building Type: Economic
    Cost: 130
    Maintenance: 0
    Tech Req: -
    Building Req: City Square
    Nearby Resource Req: Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems
    Yield changes: +2 gold and culture from worked Silk, Fine Feathers, Dyes, Kacilla, Kratan, Gems

    Market
    Building Type: Economic
    Cost: 150
    Maintenance: 0
    Tech Req: -
    Building Req: City Square
    Specialist Slots: +2 Merchant
    Yield changes: +25% gold, +1 gold from worked Spices, Sugarcups, Rizii, Mutibi Flies, Mayasa, Lavulo

    Brewery
    Building Type: Happiness
    Cost: 150
    Maintenance: 2
    Tech Req: -
    Building Req: Granery
    Nearby Resource Req: Maelo, Slui, Sporral, Yumba
    Happiness: +1 Happiness for each worked Maelo, Slui, Sporral, Yumba

    Circus
    Building Type: Happiness
    Cost: 130
    Maintenance: 2
    Tech Req: -
    Building Req: Carnival
    Nearby Resource Req: Ni'Vae/Striders
    Happiness: +3 Happiness

    Courhouse
    Building Type: Happiness
    Cost: 200
    Maintenance: 5
    Tech Req: -
    Happiness: Eliminates Unhappiness from an occupied City


    Spoiler Era 3 :

    Siege Workshop
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks and Forge
    EXP Changes: +15XP to all Siege units

    Parochial School
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks and Temple
    EXP Changes: +15XP to all Divine units

    Arcanum Schola
    Building Type: Military
    Cost: 100
    Maintenance: 1
    Tech Req: -
    Building Req: Barracks and Library
    Nearby Resource Req: Starmetal
    EXP Changes: +15XP to all Arcane Units

    Arena
    Building Type: Military
    Cost: 150
    Maintenance: 2
    Tech Req: -
    Building Req: Barracks
    Happiness: +1 Happiness
    EXP Changes: +15XP to all land units

    Armory
    Building Type: Military
    Cost: 130
    Maintenance: 3
    Tech Req: -
    Building Req: Barracks and Forge
    Production Changes: +20% production of land Units

    Bath House
    Building Type: Cultural
    Cost: 150
    Maintenance: 2
    Tech Req: -
    Nearby Terrain Req: River/Lake
    Specialist Slots: +1 Bard
    Happiness: +1 Happiness
    Yield changes: +2 Culture, +10% GPP.

    Monestary
    Building Type: Cultural
    Cost: 120
    Maintenance: 2
    Tech Req: -
    Building Req: Temple
    Specialist Slots: +1 Priest
    Yield changes: +2 Culture. +2 culture from each nearby Incense and Maussberries.

    Harbour
    Building Type: Yield
    Cost: 80
    Maintenance: 3
    Tech Req: -
    Building Req: Lighthouse
    Nearby Terrain Req: Coastal City
    Yield changes: +1 Gold for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
    EXP Changes: +15XP to all Naval Units
    Other Notes: Forms Naval trade route with capital

    Levee
    Building Type: Yield
    Cost: 120
    Maintenance: 3
    Tech Req: -
    Yield changes: +1 production from river tiles

    Workshop
    Building Type: Yield
    Cost: 100
    Maintenance: 2
    Tech Req: -
    Specialist Slots: +1 Engineer
    Production Changes: +20% production of buildings

    Sorcerers Convent
    Building Type: Research
    Cost: 120
    Maintenance: 2
    Tech Req: -
    Building Req: Library
    Specialist Slots: +2 Sorcerer
    Yield changes: +3 Pigments

    Archives
    Building Type: Research
    Cost: 120
    Maintenance: 2
    Tech Req: -
    Building Req: Library
    Specialist Slots: +1 Sage
    Yield changes: +20% Science

    High Walls
    Building Type: Defence
    Cost: 180
    Maintenance: 1
    Tech Req: -
    Building Req: Walls
    Defence Changes: +7 Defence

    Siege Towers
    Building Type: Defence
    Cost: 200
    Maintenance: 1
    Tech Req: -
    Building Req: Guard Towers
    Defence Changes: +5 Defence, Adjacent enemies take 1 damage (cumulative with Guard Tower).

    Inn
    Building Type: Economic
    Cost: 120
    Maintenance: 0
    Tech Req: -
    Building Req: City Square
    Specialist Slots: +1 Merchant
    Yield changes: +100% Gold from trade routes through this city. +2 Gold.

    Mint
    Building Type: Economic
    Cost: 120
    Maintenance: 0
    Tech Req: -
    Nearby Resource Req: Gold or Silver
    Yield changes: +3 Gold from each worked source of Gold and Silver

    Dungeon
    Building Type: Economic
    Cost: 150
    Maintenance: 0
    Tech Req: -
    Building Req: Guard Towers
    Yield changes: -15% maintenance costs

    Theatre
    Building Type: Happiness
    Cost: 300
    Maintenance: 5
    Tech Req: -
    Building Req: Street Entertainers
    Happiness: +3 Happiness, +1 happiness for each worked Dye and Fine Feathers

    Brothel
    Building Type: Happiness
    Cost: 250
    Maintenance: 2
    Tech Req: -
    Happiness: +3 Happiness, +1 happiness for each worked Kenji and Silk
    Production Changes: -10% production


    Spoiler Era 4 :

    Shipwright
    Building Type: Military
    Cost: 150
    Maintenance: 2
    Tech Req: -
    Building Req: Harbour
    Nearby Terrain Req: Coastal City
    Production Changes: +25% production of Naval Units
    EXP Changes: +25XP to all Naval Units

    Military Base
    Building Type: Military
    Cost: 350
    Maintenance: 2
    Tech Req: -
    Building Req: Armory and Arena
    EXP Changes: +15XP to all land units

    Ironmonger
    Building Type: Military
    Cost: 150
    Maintenance: 2
    Tech Req: -
    Building Req: Forge
    Nearby Resource Req: Iron
    Yield changes: +1 Gold for worked iron
    Production Changes: +15% production of land Units

    Cathedral
    Building Type: Cultural
    Cost: 150
    Maintenance: 3
    Tech Req: -
    Building Req: Monestary
    Specialist Slots: +2 Priest
    Yield changes: +5 Culture. +3 Culture for each worked Marble and Obsidian

    Inventor's Workshop
    Building Type: Cultural
    Cost: 220
    Maintenance: 3
    Tech Req: -
    Building Req: Workshop
    Specialist Slots: +1 Bard, +1 Engineer
    Yield changes: +25% culture
    Other Notes: -25% upgrade cost for units nearby

    Windmill
    Building Type: Yield
    Cost: 100
    Maintenance: 2
    Tech Req: -
    Nearby Terrain Req: City on a Hill
    Specialist Slots: +1 Engineer
    Production Changes: +15% Production

    Aqueduct
    Building Type: Yield
    Cost: 400
    Maintenance: 3
    Tech Req: -
    Yield changes: +1 food to worked farms
    Other Notes: -25% Food needed for City Growth

    Shafts
    Building Type: Yield
    Cost: 300
    Maintenance: 2
    Tech Req: -
    Nearby Terrain Req: Next to a mountain
    Yield changes: Mountains provide +2 production and +1 pigments, city can work mountains.

    Public School
    Building Type: Research
    Cost: 350
    Maintenance: 3
    Tech Req: -
    Building Req: Library
    Specialist Slots: +1 Sage
    Yield changes: +50% Science

    Alchemists Lab
    Building Type: Research
    Cost: 350
    Maintenance: 3
    Tech Req: -
    Building Req: Sorcerers Convent
    Specialist Slots: +1 Sorcerer, +1 Sage
    Yield changes: +2 Pigment from Sulphur, Gold, Copper, Lilmwae Crystal, Obsidian

    Arcane Academy
    Building Type: Research
    Cost: 350
    Maintenance: 3
    Tech Req: -
    Building Req: Sorcerers Convent
    Nearby Resource Req: Starmetal
    Specialist Slots: +2 Sorcerer
    Yield changes: +25% pigments, +1 Pigment from all resources.

    Castle
    Building Type: Defence
    Cost: 400
    Maintenance: 4
    Tech Req: -
    Building Req: High Walls
    Defence Changes: +13 Defence

    Drug Den
    Building Type: Economic
    Cost: 300
    Maintenance: 0
    Tech Req: -
    Building Req: Inn
    Nearby Resource Req: Fraeyalillies, Kenji, Rizii, Shashana
    Happiness: +1 Happiness from worked Fraeyalillies, Kenji, Rizii and Shashana
    Yield changes: +2 gold from worked Fraeyalillies, Kenji, Rizii and Shashana

    Tavern
    Building Type: Economic
    Cost: 220
    Maintenance: 0
    Tech Req: -
    Building Req: Inn
    Specialist Slots: +1 Merchant
    Yield changes: +1 gold from specialists

    Bank
    Building Type: Economic
    Cost: 220
    Maintenance: 0
    Tech Req: -
    Building Req: Market
    Specialist Slots: +1 Merchant
    Yield changes: +25% gold

    Enchanter's Emporium
    Building Type: Happiness
    Cost: 180
    Maintenance: 4
    Building Req: Arcane Academy
    Nearby Resource Req: Starmetal
    Specialist Slots: +1 Sorcerer
    Happiness: +3 Happiness

    Race Track
    Building Type: Happiness
    Cost: 150
    Maintenance: 3
    Tech Req: -
    Building Req: Circus
    Nearby Resource Req: Ni'Vae/Striders
    Happiness: +4 Happiness
    Yield changes: +2 Culture from Ni'Vae and Strider resources nearby


    Spoiler Era 5 :

    Military Academy
    Building Type: Military
    Cost: 450
    Maintenance: 3
    Tech Req: -
    Building Req: Military Base
    EXP Changes: +15XP to all land units

    Foundery
    Building Type: Military
    Cost: 230
    Maintenance: 3
    Tech Req: -
    Building Req: Ironmonger
    Nearby Resource Req: Iron
    Production Changes: +20% production of land Units

    Art College
    Building Type: Cultural
    Cost: 350
    Maintenance: 3
    Tech Req: -
    Building Req: Monument
    Specialist Slots: +1 Bard
    Yield changes: +6 Culture

    Creative Institute
    Building Type: Cultural
    Cost: 600
    Maintenance: 3
    Tech Req: -
    Building Req: Art College
    Specialist Slots: +2 Bard
    Yield changes: +100% Culture

    Seaport
    Building Type: Yield
    Cost: 140
    Maintenance: 2
    Tech Req: -
    Building Req: Harbour
    Nearby Resource Req: Sea Bonus Resource
    Nearby Terrain Req: Coastal City
    Yield changes: +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins
    Production Changes: +25% production of Naval Units

    Healers
    Building Type: Yield
    Cost: 500
    Maintenance: 1
    Tech Req: -
    Building Req: Herbalist
    Specialist Slots: +1 Priest
    Happiness: +1 Happiness from worked Alendus
    Other Notes: -50% Food needed for City Growth

    Industrial Complex
    Building Type: Yield
    Cost: 500
    Maintenance: 3
    Tech Req: -
    Building Req: Foundery and Shafts
    Nearby Resource Req: consumes 1 iron
    Nearby Terrain Req: Next to a mountain
    Specialist Slots: +2 Engineer
    Production Changes: +33% production

    University
    Building Type: Research
    Cost: 200
    Maintenance: 2
    Tech Req: -
    Building Req: Public School
    Specialist Slots: +1 Sage
    Yield changes: +50% Science, +2 Science from worked Jungle tiles.

    Astral Chamber
    Building Type: Research
    Cost: 600
    Maintenance: 2
    Tech Req: -
    Building Req: University
    Nearby Resource Req: Consumes 1 starmetal
    Specialist Slots: +1 Sage, +1 Sorcerer
    Yield changes: +75% Science, +25% pigments

    Observatory
    Building Type: Research
    Cost: 180
    Maintenance: 2
    Tech Req: -
    Nearby Terrain Req: Next to a mountain
    Yield changes: +50% Science

    Fortress
    Building Type: Defence
    Cost: 450
    Maintenance: 5
    Tech Req: -
    Building Req: Castle
    Specialist Slots: +1 Engineer
    Defence Changes: +20 Defence

    Trade District
    Building Type: Economic
    Cost: 650
    Maintenance: 0
    Tech Req: -
    Building Req: Bank
    Specialist Slots: +1 Merchant
    Happiness: -
    Yield changes: +33% gold, +100% gold from foreign trade.

    Stadium
    Building Type: Happiness
    Cost: 450
    Maintenance: 5
    Tech Req: -
    Building Req: Theatre and Arena
    Happiness: +4 Happiness



    Spoiler Wonders :

    Spoiler Era 1 :

    The Mausoleum of Aurelle
    Cost: 110
    Tech Req: Folklore
    Building Req: Monument in all cities
    GPP: Great Bard 1
    Effects: +8 Culture

    Makhala's Circle
    Cost: 150
    Tech Req: Faith
    GPP: Great Sage 1
    Effects: +1 Culture, 1 Free social policy

    Ralius's School of Herbalism
    Cost: 120
    Tech Req: Agriculture
    GPP: Great Sage 1
    Effects: +1 Culture, +33% growth in city, +1 Population in all cities

    The Glistening Caverns
    Cost: 200
    Tech Req: Mining
    Nearby Resource Req: Gems
    GPP: Great Merchant 1
    Effects: +1 Culture, +5 Gold, +1 gold from all worked gems in all cities

    Jafaal's Visage
    Cost: 175
    Tech Req: Masonry
    GPP: Great Engineer 1
    Effects: +1 Culture, Worker construction speed increased by 50%

    The Twin Oracles
    Cost: 120
    Tech Req: Masonry
    GPP: Great Sage 1
    Effects: +1 Culture, 1 Free technology


    Spoiler Era 2 :

    The Alluwan Pyramids
    Cost: 300
    Tech Req: Calender
    GPP: Great Bard 1
    Effects: +1 Culture, +33% generation of great people in all cities

    Form of the Empress
    Cost: 450
    Tech Req: Metal Casting
    GPP: Great Noble 1
    Effects: +1 Culture, Length of golden ages increased by 50%

    Tomb of Almah
    Cost: 350
    Tech Req: Construction
    GPP: Great Engineer 1
    Effects: +1 Culture, +5 Defense, Randomly spawns Tomb Guardians (TBA)

    Saliah's Cove
    Cost: 300
    Tech Req: Sailing
    Nearby Terrain Req: Coastal City
    GPP: Great Merchant 1
    Effects: +1 Culture, +1 gold from water tiles worked by this city

    The Sanctuary
    Cost: 300
    Tech Req: Priesthood
    GPP: Great Priest 1
    Effects: +1 Culture, Culture cost of aquiring new tiles reduced by 75% in all cities

    Dabaelia's Garden
    Cost: 600
    Tech Req: Philosophy
    Building Req: Garden in all cities
    GPP: Great Bard 2
    Effects: +1 Culture, +33% culture in all cities

    Carnival of Wonder
    Cost: 500
    Tech Req: Festivals
    GPP: Great Bard 2
    Effects: +1 Culture, +7 Happiness

    The Archives of Time
    Cost: 400
    Tech Req: Literature
    GPP: Great Sage 2
    Effects: +1 Culture, 1 Free Technology

    The Mahaza Spire
    Cost: 550
    Tech Req: Patterns
    GPP: Great Sorcerer 2
    Effects: +1 Culture, A great sorcerer appears outside the city

    Faces of the Gods
    Cost: 600
    Tech Req: Sculpture
    GPP: Great Priest 2
    Effects: +4 Culture, +25% combat strength for units fighting in friendly territory


    Spoiler Era 3 :

    Temple of the One
    Cost: 650
    Tech Req: Theology
    GPP: Great Priest 1
    Effects: +3 Culture, All divine units receive +1 movement and +1 sight

    The Crystal Chamber
    Cost: 600
    Tech Req: Manaphysics
    GPP: Great Sorcerer 2
    Effects: +1 Culture, +50% production of magical rituals and artefacts

    Den of Pleasure
    Cost: 600
    Tech Req: Commerce
    Building Req: Brothel in all cities
    GPP: Great Merchant 1
    Effects: +1 Culture, +4 happiness, +20% gold from trade routes

    Palace of Eternity
    Cost: 600
    Tech Req: Engineering
    GPP: Great Engineer 2
    Effects: +1 Culture, The empire enters a 15 turn golden age (scalable)

    The Senate
    Cost: 800
    Tech Req: Renaissance
    GPP: Great Noble 2
    Effects: +1 Culture, Cost culture of adopting new policies reduced by 33%

    Royal Opera House
    Cost: 750
    Tech Req: Entertainment
    GPP: Great Bard 2
    Effects: +4 Culture, +1 culture from bard specialists in every city

    Warlord Stables
    Cost: 650
    Tech Req: Mounted Warfare
    GPP: Great Noble 1
    Effects: +1 Culture, All mounted units receive +2 strength and +1 movement

    Palace of Illusions
    Cost: 700
    Tech Req: Aesthetics
    GPP: Great Noble 2
    Effects: +1 Culture, 2 great bards appear near the capital

    Yensi's Pool
    Cost: 650
    Tech Req: Decadence
    GPP: Great Bard 1
    Effects: +1 Culture, +3 happiness, +25% growth in all cities

    The Lost Catacombs
    Cost: 650
    Tech Req: Archeology
    GPP: Great Sage 1
    Effects: +4 Culture, Defensive buildings in all cities are 50% more effective

    Assellio's Workshop
    Cost: 850
    Tech Req: Machinery
    Building Req: Workshop in all cities
    GPP: Great Engineer 2
    Effects: +1 Culture, 2 free technologies

    Cradle of Bliss
    Cost: 850
    Tech Req: Religious Law
    Building Req: Temple in all cities
    GPP: Great Priest 2
    Effects: +4 Culture, +1 science from priest specialists in every city

    Bastion of Light
    Cost: 800
    Tech Req: Religious Law
    GPP: Great Priest 2
    Effects: +4 Culture, All divine units receive +4 strength when fighting daemons or undead

    The Sphere
    Cost: 750
    Tech Req: Arcane Warfare
    GPP: Great Sorcerer 1
    Effects: +1 Culture, Enemy land units must spend 1 additional movement point when inside your territory





    Specialist Design

    Spoiler Specialists :

    Engineer
    Yield: +2 production
    Special Ability: Hurry production
    Improvement: Manufactory
    Improvement Effect: +4 production

    Sage
    Yield: +2 science
    Special Ability: Research free technology
    Improvement: Academy
    Improvement Effect: +8 science

    Merchant
    Yield: +3 gold
    Special Ability: Trade mission
    Improvement: Customs House
    Improvement Effect: +7 gold

    Bard
    Yield: +3 culture
    Special Ability: Culture bomb
    Improvement: Landmark
    Improvement Effect: +4 culture, +2 gold

    Sorcerer
    Yield: +2 pigments
    Special Ability: Boosts the effect of nearby sorcerer spells
    Improvement: Prismatic Node
    Improvement Effect: +3 pigments, +1 pigments on all adjacent tiles

    Priest
    Yield: +1 production, +1 culture, +1 gold
    Special Ability: +20% longer golden age yield when sacrifised
    Improvement: Shrine
    Improvement Effect: +2 gold, Nearest city's trade routes generate +0.5 culture for every gold

    Noble
    Yield: +2 culture, +2 gold
    Special Ability: Quell annexed unhappiness
    Improvement: Villa
    Improvement Effect: +2 gold, +2 culture, +1 happiness from each adjacent luxury resource

    Slave
    Yield: +3 production, -1 food
    Special Ability: N/A (slaves generate no GPP)
    Improvement: N/A (slaves generate no GPP)
    Improvement Effect: N/A (slaves generate no GPP)

    General
    Yield: N/A (no normal specialists)
    Special Ability: Boosts military unit effectiveness
    Improvement: Citadel
    Improvement Effect: +2 production, +2 gold, +100% tile defense, 3 damage to adjacent enemy units
     
  6. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    Terrain, Resources and Improvements Design

    Here is the initial terrain, resource and improvements design for Naeralith Reborn.

    The concept of pigments will be expanded on soon as will the details of improvements and unique features :)

    Originally we thought of quantifying luxuries like strategic resources but decided against it.
    Now, various buildings (as detailed in the building design) will take advantage of resources found nearby or worked by a city.

    I have briefly outlined the nature of each resource described below so that people know what they are actually supposed to be ;)

    I am aware that there are a fair number of luxuries and some may have to be culled.
    I welcome community feedback on this and on the yields of all the resources shown (both luxury or otherwise) :)

    Further details on terrain and improvements will follow in time.

    Spoiler Terrain, Resources and Improvements :

    Spoiler Terrain :

    Spoiler Base Terrain :

    Grassland
    Type: Base
    Yield: 2 Food, 1 Pigments

    Plains
    Type: Base
    Yield: 1 Food, 1 Production, 1 Pigments

    Desert
    Type: Base
    Yield: 1 Pigments

    Tundra
    Type: Base
    Yield: 1 Food, 1 Pigments

    Snow
    Type: Base
    Yield: None

    Hills
    Type: Altitude
    Yield: 2 Production

    Mountain
    Type: Altitude
    Yield: None

    Volcano
    Type: Altitude
    Yield: None

    Coast
    Type: Nautical
    Yield: 2 Food, 1 Gold

    Ocean
    Type: Nautical
    Yield: 1 Food, 1 Gold

    Ice
    Type: Nautical
    Yield: None


    Spoiler Features :

    Forest
    Terrain Required: Grassland or Plains
    Yield: 1 Production, 1 Pigments

    Jungle
    Terrain Required: Plains
    Yield: 1 Food, 1 Pigments

    Faewoods
    Terrain Required: Forest
    Yield: 1 Food, 1 Production, 2 Pigments

    Marsh
    Terrain Required: Grassland or River
    Yield: -1 Food, 1 Production, 1 Pigments

    Floodplains
    Terrain Required: Desert and River
    Yield: 3 Food

    Oasis
    Terrain Required: Desert
    Yield: 3 Food, 1 Gold, 1 Pigments

    River
    Terrain Required: Any
    Yield: 1 Gold, 1 Pigments


    Spoiler Nautical Features :

    Reefs
    Yield: 2 Production, 1 Pigments

    Storms (Temporary)
    Yield: -2 Food, -2 Production, -2 Gold

    Fog (Temporary)
    Yield: -2 Gold

    Calms (Temporary)
    Yield: -2 Production

    Rips (Temporary)
    Yield: -2 Food


    Spoiler Unique Features :

    Coming Soon :)



    Spoiler Resources :

    Spoiler Bonus Resources :

    Spoiler Crops :

    Maelo
    Bonus: +2 Food, +1 Pigments
    Terrain: Flat Plains
    Improvement Required: Farm
    Description: A xerophytic, grain-producing plant with large, leaf-wrapped pods and thick, sturdy stems.

    Slui
    Bonus: +2 Food, +1 Pigments
    Terrain: Flat Marsh or Flood Plains adjacent to rivers
    Improvement Required: Farm
    Description: A water-based plant from the cuppa family that produces balls of red, orange or beige grain.

    Sporral
    Bonus: +2 Food, +1 Pigments
    Terrain: Flat Grasslands
    Improvement Required: Farm
    Description: A hardy, grass-like plant with fine, grained heads and thin, whispy stems.

    Yumba
    Bonus: +2 Food, +1 Pigments
    Terrain: Desert
    Improvement Required: Farm
    Description: A leafy plant that forms rich orange or purple tubers.


    Spoiler Livestock :

    Brazain
    Bonus: +2 Food, +1 Pigments
    Terrain: Tundra, Plains or Desert
    Improvement Required: Pasture
    Description: Highly docile, large animals, covered in feathers with a variety of horn sizes, known for their climatic tolerence.

    Mulgorf
    Bonus: +2 Food, +1 Pigments
    Terrain: Plains or Desert
    Improvement Required: Pasture
    Description: Sizable, lightly-feathered herd animals with tusks and wide feet found in the more arid regions of Naeralith.

    Shibbil
    Bonus: +2 Food, +1 Pigments
    Terrain: Hilly Grasslands or Tundra
    Improvement Required: Pasture
    Description: Small, docile animals with feathered necks, large ears and wide tails.

    Wezsqui
    Bonus: +2 Food, +1 Pigments
    Terrain: Grassland or Plains
    Improvement Required: Pasture
    Description: Stocky, tempremental animals with large fat stores, sizable horns and dull, scruffy feathers.


    Spoiler Nautical :

    Copuls
    Bonus: +1 Food, +1 Production, +1 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Enormous, fast-growing, shelled creatures that are rooted to the sea bed and are held together by tender, succulent muscles.

    Eels
    Bonus: +1 Food, +2 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Commonly occuring, brightly coloured eels, found throughout the waters of Naeralith.

    Fish
    Bonus: +2 Food, +1 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Umm... fish :p

    Lumanins
    Bonus: +3 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Flourescent, translucent organisms that move with the sea currents and feed of microscopic organisms attracted to their natural glow.


    Spoiler Other :

    Avuulin (Wild)
    Bonus: +2 Food, +1 Pigments
    Terrain: Forest
    Improvement Required: Camp
    Description: Wild, feathered quadrapeds with fine beaks, known for their tender, lean meat.

    Japula (Fruit)
    Bonus: +2 Food, +1 Pigments
    Terrain: Forest
    Improvement Required: Plantation
    Description: Large, sour orange fruits, filled with pips and saturated with juice. They grow on large, sturdy trees.

    Kalkus Fruit (Fruit)
    Bonus: +2 Food, +1 Pigments
    Terrain: Desert
    Improvement Required: Plantation
    Description: Succulent red or orange fruits derived from a cactus-like plant known as Kalkus.

    Malumi (Fungus)
    Bonus: +3 Pigments
    Terrain: Hilly Grassland or Plains
    Improvement Required: Mine
    Description: A flourescent, primarily subterranean fungus that sprouts large heads that release sparkling spores into the air.

    Tropical Fruits (Fruit)
    Bonus: +2 Food, +1 Pigments
    Terrain: Jungle
    Improvement Required: Plantation
    Description: Naeralith's finest, juiciest tropical fruits, including traditional Scarthian delights such as Asiju, Jupama and Naabi.



    Spoiler Strategic Resources :

    Iron
    Bonus: +3 Production
    Terrain: Any featurless terrain
    Improvement Required: Mine
    Description: Iron

    Ni'vae
    Bonus: +2 Production, +1 Pigments
    Terrain: Grassland or Plains
    Improvement Required: Pasture
    Description: Horse-like animals with feathered manes and tufts of hair around their hooves.

    Primordial Eggs
    Bonus: +1 Production, +1 Gold, +1 Pigments
    Terrain: Forest or Jungle
    Improvement Required: Camp
    Description: Eggs belonging to the more ancient and primordial creatures of Naeralith such as various Naglumi.

    Starmetal
    Bonus: +8 Pigments
    Terrain: Any featureless terrain
    Improvement Required: Mine
    Description: A rare, colour-enriched crystal with metallic properties originating from fallen pieces of Naeralith's double rings.

    Striders
    Bonus: +1 Food, +1 Production, +1 Pigments
    Terrain: Jungle, Marsh or Desert
    Improvement Required: Camp
    Description: Tall, flamingo-like animals with webbed feet and skinny legs, varieties of which can be found in both boggy and desert-like terrain.

    Sulphur
    Bonus: +1 Production, +1 Gold, +1 Pigments
    Terrain: Plains or Desert or any land adjacent to volcanoes
    Improvement Required: Mine
    Description: Sulphur

    Tuvaur
    Bonus: +2 Production, +1 Pigments
    Terrain: Grassland and Jungle
    Improvement Required: Camp
    Description: Large, tusked animals with spiked tails and hardened shells.

    Wyawk Young
    Bonus: +1 Production, +1 Gold, +1 Pigments
    Terrain: Any Hills
    Improvement Required: Pasture
    Description: Huge, winged animals with impressive plumage and massive wing-spans. Very dangerous but highly loyal to trainers.


    Spoiler Luxury Resources :

    Alendus
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Grassland or Forest
    Improvement Required: Plantation
    Description: A leafy herb with therapeutic properties. Often brewed to make drinks and used in medicine.

    Dyes
    Bonus: +1 Gold, +2 Pigments
    Terrain: Forest or Jungle
    Improvement Required: Plantation
    Description: Dyes

    Fine Feathers
    Bonus: +1 Gold, +2 Pigments
    Terrain: Grassland, Forest or Jungle
    Improvement Required: Camp
    Description: A source of creatures possessing some of the more luxurious, fine feathers used in Southern Asatanian fashion.

    Fraeyalillies
    Bonus: +2 Gold, +1 Pigments
    Terrain: Grassland or Plains or Forest
    Improvement Required: Plantation
    Description: An incredibly rare and powerful hallucinogen with powerful medicinal properties and highly addictive qualities. Known for it's characteristic pink-purple flowers and sweet smell.

    Gems
    Bonus: +2 Gold, +1 Pigments
    Terrain: Any Hills
    Improvement Required: Mine
    Description: Gems

    Gold
    Bonus: +2 Gold, +1 Pigments
    Terrain: Any Hills
    Improvement Required: Mine
    Description: Gold

    Incense
    Bonus: +2 Gold, +1 Pigments
    Terrain: Flat Desert or Plains
    Improvement Required: Plantation
    Description: Incense

    Kacilla
    Bonus: +1 Production, +1 Gold, +1 Pigments
    Terrain: Flat Grassland or Plains
    Improvement Required: Plantation
    Description: A hardy plant that produces fluffy buds (similar to cotton) and has strong stems useful in the production of rope and textiles.

    Kenji
    Bonus: +2 Gold, +1 Pigments
    Terrain: Forest, Jungle or Marsh
    Improvement Required: Plantation
    Description: A large-leafed narcotic with bright orange and yellow flowers known for it's sensual, euphoric properties and pungent smell when smoked.

    Kratan
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Tundra or Ice
    Improvement Required: Camp
    Description: A marvel to Naeralith's inhabitants, this white-furred animal is the only creature on the planet to have evolved bodily hair.

    Lavulo
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Forest
    Improvement Required: Plantation
    Description: Small, olive sized fruits, possessing a particularly bitter taste, regarded by many as a delicacy.

    Lilmwae Crystal
    Bonus: +1 Gold, +2 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Coral-like organisms that form elaborate, organic crystal structures and feed in a similar way to sea anemones.

    Marble
    Bonus: +1 Production, +1 Gold, +1 Pigments
    Terrain: Any Hills
    Improvement Required: Mine
    Description: Marble

    Magladors
    Bonus: +1 Production, +1 Gold, +1 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Large marine animals prized for their long, singular horns and blubber.

    Maussberries
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Flat Grassland or Plains
    Improvement Required: Plantation
    Description: Plum-sized, juicy fruits used in the production of Naeralithian wine. Comes in various reds, blues and purples.

    Mayasa
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Jungle or Marsh
    Improvement Required: Plantation
    Description: Mayasa seeds are used in the production of Sulu; a thick, sour-tasting purple paste with an almost roasted quality.

    Mutibi Flies
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Desert
    Improvement Required: Camp
    Description: Two-three inch long flies with fat, swollen abdomens filled with honey. These critters pack a nasty bite and live in colonies.

    Obsidian
    Bonus: +2 Production, +1 Gold
    Terrain: Any Hills adjacent to volcanoes
    Improvement Required: Mine
    Description: Obsidian

    Rizii
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Jungle
    Improvement Required: Plantation
    Description: A bamboo-like stimulant, often distilled into drinks or eaten raw.

    Shashana
    Bonus: +2 Gold, +1 Pigments
    Terrain: Flat Plains or Flood Plains
    Improvement Required: Farm
    Description: A lush, leafy narcotic, providing mild stimulation when smoked.

    Silk
    Bonus: +2 Gold, +1 Pigments
    Terrain: Forest or Jungle
    Improvement Required: Plantation
    Description: Silk

    Silver
    Bonus: +2 Gold, +1 Pigments
    Terrain: Any Hills
    Improvement Required: Mine
    Description: Silver

    Spices
    Bonus: +2 Gold, +1 Pigments
    Terrain: Jungle
    Improvement Required: Jungle
    Description: Spices

    Sugarcups
    Bonus: +1 Food, +1 Gold, +1 Pigments
    Terrain: Flat Grasslands or Flood Plains adjacent to rivers
    Improvement Required: Farm
    Description: Tulip-like, water plants from the cuppa family that produce sticky, sugary mixtures to capture flies.

    Wifyli
    Bonus: +2 Gold, +1 Pigments
    Terrain: Coast
    Improvement Required: Fishing Boats
    Description: Translucent white leaches that feed off the sea bed, forming pearls in their gut as sand is consumed.



    Spoiler Improvements :

    Coming Soon :)

     
  7. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    Tech Tree Design

    Spoiler Tech Tree :

    Spoiler Available At Game Start :

    Resources Revealed: Maelo, Slui, Sporral, Yumba, Copuls, Eels, Fish, Lumanins, Brazain, Mulgorf, Shibbil, Wezsqui, Dyes, Mutibi Flies
    Units Unlocked: Warrior, Emergent Sorcerer, Worker


    Spoiler Era 1 :

    Spoiler Tier 1 :

    Rebirth
    Cost: Free on game start
    Requires: None


    Spoiler Tier 2 :

    Folklore
    Cost: TBA
    Requires: Rebirth
    Buildings Unlocked: Monument
    Wonders Unlocked: The Mausoleum of Aurelle

    Gathering
    Cost: TBA
    Requires: Rebirth
    Resources Revealed: Japula, Kalkus Fruit, Tropical Fruits, Kacilla, Lavulo, Maussberries
    Improvements Unlocked: Trading Post

    Exploration
    Cost: TBA
    Requires: Rebirth
    Units Unlocked: Scout

    Hunting
    Cost: TBA
    Requires: Rebirth
    Resources Revealed: Avuulin, Stiders, Fine Feathers, Kratan
    Improvements Unlocked: Jungle Camp

    Woodcrafting
    Cost: TBA
    Requires: Rebirth
    Effects: Can chop down forest


    Spoiler Tier 3 :

    Writing
    Cost: TBA
    Requires: Folklore
    Buildings Unlocked: Elder Council
    Effects: Allows open borders treaties

    Naturopathy
    Cost: TBA
    Requires: Gathering
    Resources Revealed: Alendus, Kenji, Mayasa, Rizii, Shashana, Silk, Spices
    Buildings Unlocked: Herbalist

    Colonisation
    Cost: TBA
    Requires: Exploration
    Units Unlocked: Settler
    Buildings Unlocked: Street Entertainers

    Trapping
    Cost: TBA
    Requires: Hunting
    Resources Revealed: Ni'vae, Primordial Eggs, Tuvaur, Wyawk Young
    Improvements Unlocked: Camp

    Military Training
    Cost: TBA
    Requires: Hunting
    Buildings Unlocked: Barracks

    Stonecrafting
    Cost: TBA
    Requires: Woodcrafting
    Resources Revealed: Marble, Obsidian
    Buildings Unlocked: City Square

    Fishing
    Cost: TBA
    Requires: Woodcrafting
    Resources Revealed: Lilmwae Crystal, Wifyli
    Units Unlocked: Work Boat
    Buildings Unlocked: Fishing Village
    Effects: Can create fishing boats


    Spoiler Tier 4 :

    Faith
    Cost: TBA
    Requires: Writing
    Resources Revealed: Incense
    Units Unlocked: Novice
    Wonders Unlocked: Makhala's Circle

    Agriculture
    Cost: TBA
    Requires: Naturopathy, Colonisation
    Resources Revealed: Fraeyalillies, Sugarcups
    Improvements Unlocked: Farm
    Buildings Unlocked: Granery
    Wonders Unlocked: Ralius's School of Herbalism

    Animal Husbandry
    Cost: TBA
    Requires: Colonisation, Trapping
    Improvements Unlocked: Pasture
    Buildings Unlocked: Smokehouse
    Effects: Worker construction speed increased by 25%

    Vigilance
    Cost: TBA
    Requires: Military Training, Woodcrafting
    Buildings Unlocked: Watch Towers

    Mining
    Cost: TBA
    Requires: Stonecrafting
    Resources Revealed: Malumi, Gems, Gold, Silver
    Improvements Unlocked: Mine
    Wonders Unlocked: The Glistening Caverns

    Masonry
    Cost: TBA
    Requires: Stonecrafting
    Improvements Unlocked: Quarry
    Wonders Unlocked: Jafaal's Visage, The Twin Oracles
    Effects: Can clear a marsh



    Spoiler Era 2 :

    Spoiler Tier 5 :

    Calender
    Cost: TBA
    Requires: Writing, Agriculture
    Improvements Unlocked: Plantation
    Buildings Unlocked: Grocers
    Wonders Unlocked: The Alluwan Pyramids

    Infrastructure
    Cost: TBA
    Requires: Agriculture, Animal Husbandry
    Buildings Unlocked: Watermill
    Effects: Can construct a road

    Tracking
    Cost: TBA
    Requires: Animal Husbandry
    Units Unlocked: Tracker
    Buildings Unlocked: Hunting Lodge

    Warfare
    Cost: TBA
    Requires: Vigilance
    Units Unlocked: Militia Spearman
    Buildings Unlocked: Training Yard, Guard Towers

    Metal Casting
    Cost: TBA
    Requires: Mining
    Resources Revealed: Iron
    Buildings Unlocked: Forge
    Wonders Unlocked: Form of the Empress
    Effects: Can remove a jungle

    Construction
    Cost: TBA
    Requires: Masonry
    Buildings Unlocked: Walls
    Wonders Unlocked: Tomb of Almah
    Effects: Allows bridges over rivers

    Sailing
    Cost: TBA
    Requires: Fishing
    Resources Revealed: Magladors
    Units Unlocked: Warship, Explorer
    Wonders Unlocked: Saliah's Cove


    Spoiler Tier 6 :

    Priesthood
    Cost: TBA
    Requires: Faith, Calender
    Units Unlocked: Priest
    Buildings Unlocked: Temple
    Wonders Unlocked: The Sanctuary

    Philosophy
    Cost: TBA
    Requires: Calender
    Buildings Unlocked: Garden
    Wonders Unlocked: Dabaelia's Garden
    Effects: Allows research agreements

    Festivals
    Cost: TBA
    Requires: Calender, Infrastructure
    Buildings Unlocked: Carnival, Brewery
    Wonders Unlocked: Carnival of Wonder
    Effects: Allows civilisation festival projects

    Logistics
    Cost: TBA
    Requires: Infrastructure, Tracking
    Units Unlocked: Skirmishers
    Buildings Unlocked: Tailor
    Effects: +5% production of land units in all cities

    Charioteering
    Cost: TBA
    Requires: Tracking, Warfare
    Units Unlocked: Charoit
    Buildings Unlocked: Hippodrome, Circus

    Archery
    Cost: TBA
    Requires: Warfare
    Units Unlocked: Militia Archer
    Buildings Unlocked: Archery Range
    Effects: +1 Defense in all cities

    Conquest
    Cost: TBA
    Requires: Warfare, Metal Casting
    Units Unlocked: Militia Axeman, Militia Swordsman
    Effects: Allows defensive pact treaties


    Spoiler Tier 7 :

    Literature
    Cost: TBA
    Requires: Philosophy
    Buildings Unlocked: Library, National Epic
    Wonders Unlocked: The Archives of Time
    Effects: Enables conversion of production to research

    Patterns
    Cost: TBA
    Requires: Philosophy
    Resources Revealed: Starmetal
    Units Unlocked: Sorcerer Apprentice
    Wonders Unlocked: The Mahaza Spire
    Effects: Unlocks the Palette Tree (TBA)

    Currency
    Cost: TBA
    Requires: Infrastructure
    Buildings Unlocked: Market, Courthouse
    Effects: Enables conversion of production to wealth, Enables foreign trade (TBA)

    Siege
    Cost: TBA
    Requires: Conquest, Construction
    Units Unlocked: Catapult
    Effects: Can purchase the Seige Towers promotion for 50 gold in friendly territory for melee units. The promotion provides +15% city attack and -1 movement. It is lost after attacking a city.

    Sculpture
    Cost: TBA
    Requires: Construction
    Wonders Unlocked: Faces of the Gods
    Effects: Allows civilisation architecture project

    Optics
    Cost: TBA
    Requires: Sailing
    Buildings Unlocked: Lighthouse
    Effects: Allows land units to embark and cross water tiles. All units which enter friendly territory gain this ability.



    Spoiler Era 3 :

    Spoiler Tier 8 :

    Theology
    Cost: TBA
    Requires: Priesthood, Literature
    Units Unlocked: High Priest
    Buildings Unlocked: Parochial School
    Wonders Unlocked: Temple of the One

    Manaphysics
    Cost: TBA
    Requires: Literature, Patterns
    Units Unlocked: Sorcerer
    Buildings Unlocked: Sorcerer's Convent
    Wonders Unlocked: The Crystal Chamber

    Commerce
    Cost: TBA
    Requires: Festivals, Currency
    Buildings Unlocked: Inn, Brothel
    Wonders Unlocked: Den of Pleasure

    City Planning
    Cost: TBA
    Requires: Currency, Logistics
    Buildings Unlocked: Levee
    Effects: Food from the Farm increased by 1 on tiles with access to Fresh Water

    Riding
    Cost: TBA
    Requires: Logistics, Charioteering
    Units Unlocked: Ni'vae Riders, Strider Scouts
    Effects: Faster movement on Road

    City Defense
    Cost: TBA
    Requires: Archery, Siege
    Units Unlocked: Spearmen Warband, Archer Warband
    Buildings Unlocked: Siege Towers

    Engineering
    Cost: TBA
    Requires: Sculpture
    Improvements Unlocked: Fort, Lumbermill
    Buildings Unlocked: High Walls
    Wonders Unlocked: Palace of Eternity


    Spoiler Tier 9 :

    Renaissance
    Cost: TBA
    Requires: Theology, Manaphysics, Commerce
    Wonders Unlocked: The Senate
    Effects: First to discover enters a 15 turn golden age (scalable), +10% culture towards acquisition of social policies

    Entertainment
    Cost: TBA
    Requires: Commerce
    Units Unlocked: Enchanter
    Buildings Unlocked: Theatre
    Wonders Unlocked: Royal Opera House

    Mounted Warfare
    Cost: TBA
    Requires: Riding, City Defense
    Units Unlocked: Ni'vae Archers, Ni'vae Chargers
    Wonders Unlocked: Warlord Stables

    War Machines
    Cost: TBA
    Requires: City Defense, Engineering
    Units Unlocked: Trebuche, Ballista
    Buildings Unlocked: Siege Workshop

    Aesthetics
    Cost: TBA
    Requires: Engineering
    Buildings Unlocked: Mint
    Wonders Unlocked: Palace of Illusions


    Spoiler Tier 10 :

    Divine Service
    Cost: TBA
    Requires: Renaissance
    Units Unlocked: Healer
    Buildings Unlocked: Monestary

    Decadence
    Cost: TBA
    Requires: Renaissance, Entertainment, City Planning
    Units Unlocked: Assassin
    Buildings Unlocked: Bath House
    Wonders Unlocked: Yensi's Pool
    Effects: +5 happiness

    Archeology
    Cost: TBA
    Requires: City Planning, Riding
    Resources Revealed: Lost Cities (TBA)
    Units Unlocked: Ranger
    Buildings Unlocked: Archives
    Wonders Unlocked: The Lost Catacombs
    Effects: All units may explore ruins

    Tactics
    Cost: TBA
    Requires: Mounted Warfare, War Machines
    Units Unlocked: Skirmish Archers, Skirmish Infantry, Strider Skirmishers
    Effects: +5XP for all new and existing units

    Machinery
    Cost: TBA
    Requires: War Machines, Aesthetics
    Buildings Unlocked: Workshop
    Wonders Unlocked: Assellio's Workshop

    Seafaring
    Cost: TBA
    Requires: Engineering, Optics
    Units Unlocked: Warship Fleet, Explorer Fleet
    Buildings Unlocked: Harbour


    Spoiler Tier 11 :

    Religious Law
    Cost: TBA
    Requires: Divine Service
    Units Unlocked: Inquisitor
    Wonders Unlocked: Cradle of Bliss, Bastion of Light

    Arcane Warfare
    Cost: TBA
    Requires: Renaissance
    Units Unlocked: Battlemage
    Buildings Unlocked: Arcanum Schola
    Wonders Unlocked: The Sphere

    Enforcement
    Cost: TBA
    Requires: Tactics
    Units Unlocked: Axeman Warband
    Buildings Unlocked: Arena, Dungeon

    Imperialism
    Cost: TBA
    Requires: Tactics, War Machines
    Units Unlocked: Swordsman Warband
    Buildings Unlocked: Armoury, Heroic Epic
    Effects: Allows puppet cities



    Spoiler Era 4 :

    Spoiler Tier 12 :

    Cosmology
    Cost: TBA
    Requires: Religious Law, Arcane Warfare
    Resources Revealed: Dimensional Rifts (TBA)
    Wonders Unlocked: Circle of Souls
    Effects: Can destroy Daemonic Gates (TBA)

    Opportunism
    Cost: TBA
    Requires: Decedance
    Buildings Unlocked: Drug Den, Tavern
    Wonders Unlocked: Maze of Eternal Slums
    Effects: +1 commerce from camp, +1 commerce from jungle camp

    Education
    Cost: TBA
    Requires: Decadence, Archeology, Enforcement
    Buildings Unlocked: Public School
    Wonders Unlocked: Organ of Mahrh

    Fanaticism
    Cost: TBA
    Requires: Enforcement, Imperialism
    Units Unlocked: Beserkers, Strider Chargers
    Buildings Unlocked: Military Base
    Wonders Unlocked: The Pit

    Ballistics
    Cost: TBA
    Requires: Imperialism, Machinery
    Units Unlocked: Crossbowman, Bolt Thrower
    Buildings Unlocked: Inventor's Workshop

    Light Industry
    Cost: TBA
    Requires: Machinery
    Buildings Unlocked: Windmill, Shafts
    Wonders Unlocked: Shafts of Haliah
    Effects: +1 producion from lumbermills, +1 production from mines

    Navigation
    Cost: TBA
    Requires: Seafaring
    Resources Revealed: Remote Islands (TBA)
    Units Unlocked: Voyagers
    Wonders Unlocked: Glistening Pinnacle
    Effects: Faster embarked movement, Allows embarked units to cross oceans


    Spoiler Tier 13 :

    Arcane Discipline
    Cost: TBA
    Requires: Cosmology
    Buildings Unlocked: Arcane Academy, Enchanter's Emporium

    Natural Studies
    Cost: TBA
    Requires: Education
    Units Unlocked: Beastmaster
    Buildings Unlocked: Aqueduct
    Wonders Unlocked: Statue of Fertility
    Effects: +1 food from plantations, +1 food from pastures

    Subterfuge
    Cost: TBA
    Requires: Education
    Units Unlocked: Master Assassin, Privateers
    Wonders Unlocked: The Keeper's College

    Gears of War
    Cost: TBA
    Requires: Fanaticism, Ballistics, Light Industry
    Units Unlocked: Swordsman Regiment, Longbowman, Javalineer Warband
    Buildings Unlocked: Ironmonger

    Grand Defenses
    Cost: TBA
    Requires: Light Industry
    Units Unlocked: Axeguard Defenders, Pikeman
    Buildings Unlocked: Castle
    Wonders Unlocked: The Imperial Palace

    Advanced Shipbuilding
    Cost: TBA
    Requires: Light Industry, Navigation
    Units Unlocked: Raider Fleet, Blockade Runners
    Buildings Unlocked: Shipwright
    Effects: +1 commerce from fishing boats


    Spoiler Tier 14 :

    Divine Commune
    Cost: TBA
    Requires: Cosmology
    Units Unlocked: Pontifex
    Buildings Unlocked: Cathedral
    Wonders Unlocked: The Great Obelisk

    Dimensional Manaphysics
    Cost: TBA
    Requires: Arcane Discipline, Opportunism
    Improvements Unlocked: Portal (TBA)
    Units Unlocked: Sorcerer Lord
    Wonders Unlocked: Astral Wave Translator
    Effects: First to discover receives a Great Sorcerer

    Economics
    Cost: TBA
    Requires: Opportunism, Natural Studies
    Units Unlocked: Merchant Fleet
    Buildings Unlocked: Bank
    Wonders Unlocked: United Guild Vault
    Effects: +1 commerce from trading post

    Guerrilla Warfare
    Cost: TBA
    Requires: Subterfuge, Gears of War
    Units Unlocked: Guerrilla Band, Sniper Squad, Strider Stalkers

    Chivalry
    Cost: TBA
    Requires: Gears of War
    Units Unlocked: Mounted Infantry, Ni'vae Cavalry, Ni'vae Lancer
    Buildings Unlocked: Race Track

    Gunpowder
    Cost: TBA
    Requires: Gears of War
    Resources Revealed: Sulphur
    Units Unlocked: Mortar, Cannon
    Buildings Unlocked: Alchemist Lab
    Effects: +1 production from quarries, Provides Gunpoweder promotion to all naval units (+3 ranged strength)

    Naval Defenses
    Cost: TBA
    Requires: Grand Defenses, Advanced Shipbuilding
    Units Unlocked: Defense Fleet
    Wonders Unlocked: Overwatch Citadel
    Effects: +2 defense in all coastal cities


    Spoiler Tier 15 :

    Path of the Learned
    Cost: TBA
    Requires: Divine Commune, Dimensional Manaphysics, Economics, Subterfuge
    Wonders Unlocked: Hall of Faces, Hathen's Telescope
    Effects: First to discover receives a Great Sage

    Path of the Warrior
    Cost: TBA
    Requires: Guerrilla Warfare, Chivalry, Gunpowder, Naval Defenses
    Units Unlocked: Bladedancers
    Wonders Unlocked: Doji Halls, Fortress of Faith
    Effects: First to discover receives a Great General



    Spoiler Era 5 :

    Spoiler Tier 16 :

    Brave New World
    Cost: TBA
    Requires: Path of the Learned, Path of the Warrior
    Units Unlocked: Pioneer Fleet
    Wonders Unlocked: Colossus of Freedom
    Effects: +1 population in all newly founded cities, +10 happiness


    Spoiler Tier 17 :

    Defense of the Realm
    Cost: TBA
    Requires: Brave New World
    Units Unlocked: Shieldwall, City Guard
    Buildings Unlocked: Fortress

    Academics
    Cost: TBA
    Requires: Brave New World
    Buildings Unlocked: University, Observatory
    Wonders Unlocked: The Pentridge Asylum

    Foreign Interests
    Cost: TBA
    Requires: Brave New World
    Units Unlocked: Coastguard
    Buildings Unlocked: Seaport
    Effects: Effects of Foreign Trade Enhanced (TBA)


    Spoiler Tier 18 :

    Relentless Warfare
    Cost: TBA
    Requires: Defense of the Realm
    Units Unlocked: Reavers, Assault Javalineers
    Buildings Unlocked: Military Academy

    Battlefield Superiority
    Cost: TBA
    Requires: Defense of the Realm
    Units Unlocked: Halbardiers, Flurry
    Wonders Unlocked: Labyrinth of the Damned

    Heavy Industry
    Cost: TBA
    Requires: Academics
    Units Unlocked: Repeater Bolt Thrower
    Buildings Unlocked: Foundery, Industrial Complex

    Rejuvination
    Cost: TBA
    Requires: Academics
    Buildings Unlocked: Healers
    Effects: Food from the Farm increased by 1 on tiles without access to Fresh Water

    Social Politics
    Cost: TBA
    Requires: Academics
    Buildings Unlocked: Art College
    Wonders Unlocked: The Jewelled Lady
    Effects: First to discover receives 2 social policies

    Mercantilism
    Cost: TBA
    Requires: Foreign Interests
    Units Unlocked: Renegade Fleet, Naval Opportunists
    Buildings Unlocked: Trade District
    Wonders Unlocked: Fraeyalilly Emporium


    Spoiler Tier 19 :

    Military Elite
    Cost: TBA
    Requires: Relentless Warfare, Battlefield Superiority
    Units Unlocked: Blademasters, Marksman, Knight, Wave Riders

    Devastation
    Cost: TBA
    Requires: Battlefield Superiority, Heavy Industry
    Units Unlocked: Artillery, Grand Cannon, Assault Armarda

    Colour Supremacy
    Cost: TBA
    Requires: Heavy Industry, Rejuvination
    Buildings Unlocked: Astral Chamber
    Wonders Unlocked: The Nexus
    Effects: Portals provide +3 science

    Tourism
    Cost: TBA
    Requires: Social Politics, Mercantilism
    Buildings Unlocked: Creative Institute, Stadium
    Wonders Unlocked: The Tower of Illumination


    Spoiler Tier 20 :

    Naeralith Reborn
    Cost: TBA
    Requires: Military Elite, Devastation, Colour Supremacy, Tourism
    Effects: A repeating technology that will increase your score and grant +3 happiness each time it is researched


     
  8. Tasunke

    Tasunke Crazy Horse

    Joined:
    Mar 20, 2009
    Messages:
    2,800
    Location:
    the 1800s
    What are your thoughts on the 1 Unit per Tile??

    will the "military" be basic mass-infantry units .... while specialty monsters, demons, and commanders take up the "civilian" slot??

    Or will there be a Commander slot, Monster slot, AND unit slot for each tile ....

    OR ... will Monsters and Mass-infantry use the single "military" slot, while casters and generals use the single "domestic" slot.


    Basically, I feel that differentiating what combinations you can have on a single tile will have important significance.

    For instance, whats to stop heroes/ generals/ demons to have *commander bonuses* for Mass-Infantry units ... yet ALSO have their own combat ability if their bodyguards (the military unit in their tile) get killed.

    For instance ... there is a grid of "military units" which, for sake of argument, is both mass-intantry units and large monsters.

    Then, underneath that, the central unit has an Intelligent Demon Commander in a separate slot-> giving commander bonuses to most of the military units on the grid.

    Surrounding units get killed ... then finally the central unit is attacked by an enemy military unit. The central unit dies ... but the General is still underneath, with his own combat abilities. Assuming he had spells, he could have cast spells during the entire combat ... but now that he is no longer "protected" by military units, instead of being helpless he has his own combat value (for physical attacks).

    The average commander wouldn't be completely helpless, and might even be much stronger than Early units ... however over the course of the game, perhaps about half as strong (or less) than an average military unit.

    Not only having sizable (1/3 of normal unit) physical strength .... but also having (perhaps) spells, having high withdrawal rates (to escape wounded), and generally having higher movement than the average unit. Higher movement, greater longevity, etc.

    Now, having a physical strength (possibly different Attack vs Defense powers) ... theoretically he could attack military units (even while being civilian). This has the effect of a Naval attacking a Military-in-water (which means its possible) ... but in reality it is the general going on the front-lines and fighting the military directly ... with or without any support from his own military.

    Some commanders might have attack bonuses if they have a military unit to "give him cover" or "back him up" ... however generally its the other way around (presence of general increases combat abilities of units)

    However, we don't need to limit this to just "generals" ... we can also have Flag-Bearers, Magicians, etc. Any intelligent support officer or hero, which isn't mainstream enough to be considered a "military unit".

    Basically you can move around generals, magicians, flag-bearers, heroes ... and powerful Commanders which are like a General/Hero/magician superhybrid.

    As in ... you could have individualistic characters ... or just faceless support guys ... you can have them physically helpless, or with their own Combat ratings. You can give them spells, bonuses to allied units ... penalties to nearby enemy units (fear rating), etc.

    Perhaps by utilizing the "Civilian slot" ... you can add Heroes, Generals, and other RPG-like characters into the military scene (instead of just the lore)


    IE: Demons ...

    Military Units: Giant Monster Demons .... + Units of Demon Infantry

    Special Units: Demon Casters, Demon Tacticians, Demon Overlord (powerful fighter, caster, and tactician)


    IE: Humans

    Military Units: Mass-Infantry .... + Cannons .... + Steam Tanks

    Special Units: Heroes, Bards, Magicians, Tacticians, Political Leaders
     
  9. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,645
    Location:
    Not Lying through my teeth
    And you are back, Alzara :D
     
  10. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,728
    Location:
    Louisville, Kentucky
    I got to ask you, what are you planning on adding as a major setting into the game? Major concepts such as FfH 2 Armeggedon, are you going to add something major into the game that could make the game more fun and interesting? If you can add a special major important element into the game, your mod will be more special instead of just a mod with different packs. Since this is a fantasy mod, that will most likely won't occur, so what are your plans on adding a special feature into your game?
     
  11. Tssha

    Tssha Chieftain

    Joined:
    Dec 20, 2007
    Messages:
    270
    The art in the flags is really good. Really evokes the personality of the new civs. I can already guess what a few of them are...but the ones that really intrigue are the ones where I have no idea what their faction looks like. I know they look like something specific, but I can't imagine it from the flag itself.

    I wanna see what those Civs look like. I want to wish you the best of luck with this, I'm looking forward to seeing a finished mod. May your bugs not be show-stoppers and may they be easily resolved.
     
  12. Tasunke

    Tasunke Crazy Horse

    Joined:
    Mar 20, 2009
    Messages:
    2,800
    Location:
    the 1800s
    I'd just like to re-iterate ... combat is awesome, please make interesting/fun combat mechanics/ balance a high priority ;)

    Also ... are you planning on Planar Travel? (ie. if Civ V allows multiple persistent maps, will I find out by following your mod? xD ... I'd follow ur mod anyways, but still, it'd be great if you were planning on adding multi-map functionality)
     
  13. Cheshiremythos

    Cheshiremythos Chieftain

    Joined:
    Sep 9, 2006
    Messages:
    54
    When you say 2-3 traits does that mean that your nations won't have unique units/buildings or that they will have a combo of two UU/UB in addition to the traits?

    Look forward to more info, especially on the Lewenkai. Good luck.
     
  14. TheChanger

    TheChanger Chieftain

    Joined:
    Jul 2, 2010
    Messages:
    281
    Gender:
    Male
    Location:
    Australia
    YAY Naeralith Reborn is active! im loving the flag art there Al :) your artists have done a fantastic job so far :) cant wait to wee your leaders.

    (FYI to civ community, leaders will be static 2D images that Alzara has hired artists to do for him :) )

    I REALLY like this idea Tasunke, ill definately discuss this in greater depth with Alzara when we get to Unit and Combat design. im making a note :)

    i would love this also, and the Levels of Alzara's Hell could make interesting layered maps, and i can see one civ in particular utilizing a sky layer (Alvacon) and another civ utilizing the under sea layer (Vjasjekii), i also see later technologies around crystal tuning enabling travel into such planes and possibly even city building there.

    each civ has 2-3 civ abilities/traits like Manifest Destiny in vanilla civ 5, each trait is a hybrid of some of the vanilla ones, new ideas and concepts and some that we will have to create new code for entirely. heres an exaple of traits:

    Industrial Prowess: +20% production when building Wonders. Strategic Resources provide +1 production. Iron, copper and Coal provide double quantities.
    Isolationists: -33% foreign trade, +1 culture per city. +1 beaker per domestic trade route

    +10 points if you can guess who those traits belong to :)

    there will definately be Unique Units and buildings for each civ, we have yet to design any of these so you will get more information on this as we design it :) but i can safely say there will be more UUs and UBs per civ than in vanilla Civ 5.

    Its early days yet but we have some grand designs that we will reveal when the time comes ;)
     
  15. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
    Messages:
    1,728
    Location:
    Louisville, Kentucky
    That sounds good but let make you guy's don't abandon the game too soon. I'm plan on making a mod on my own if I could learn how to mod on Civ 5, if I could I might help you guy's out.

    What are your idea's on making the policies? It's obvious that your game must have magic if it want to be a fantasy mod. If your adding just a magic Policy, it won't be much in depth, I'm thinking of adding more policy of a specific type of magic, from holy, darkness, fire, water, whatever policy. If you could, make sure that specific policy allows specific use of magical spells. So that nobody be spamming fireballs if they don't got the fire magic policy (and the mana resources).

    I also wonder how many ages are you going to include in your game? since it's a fantasy mod, it need to be change abit to make the feel of magic in the game and how revolutionary it can be. are your going as far as from stone to renaissance or from stone to apocalypse, or stone to fantasy sci-fi future?

    If it is possible, see if you can make tunnels and new multi-level maps. So we can make tunnels, Portals, Astral Planes to travel from one part of the map to another part... Just think Age of Wonder's or Heroes of Might and Magic. This be a grand, and hopefully this can also happen on generated maps instead of one custom map that is always the same (custom scenario maps from Civ 4 and 3).
     
  16. TheChanger

    TheChanger Chieftain

    Joined:
    Jul 2, 2010
    Messages:
    281
    Gender:
    Male
    Location:
    Australia
    thanks for the offer, well bear it in mind if we need help.

    magic is one of our grand designs, and magic in Naeralith is nothing like in any other fantasy world (that ive ever heard of) so its going to be very unique (nothing you describe will help with magic in Naeralith really). Magic will not be in the form of policies i think, we have yet to discuss much on policies at all. Alzara had some good ideas for civics in the civ 4 version of the mod.

    Its the Rebirth of Naeralith after Thje Daemon Lord Alzara destroyed a lot of it (i believe, Al can clarrify this better) so itll start slightly after stone age and end in steampunk era with a lot of highly advanced magic technology.

    i think everyone wants this, but it is not a priority of ours. it would be cool however.
     
  17. Hankc

    Hankc Chieftain

    Joined:
    Apr 25, 2009
    Messages:
    125
    Location:
    Where the dinosaurs roam
    A sugestion about policies: They could be used to simulate religion. Each religion branch would be mutualy exclusive with one branch being free religion and one atheist/agnostic (if aplicable). The free religion branch could provide the lesser, initial bonuses of the various religions, while dedicationg your civ to a religion could unlock some fairly powerfull bonuses not availible to others. The problem with this aproach would be policy-bloating if you combine this with the government trees.

    I figured it would be a shame to waste the ideas and designwork put inte the religions.
     
  18. TheChanger

    TheChanger Chieftain

    Joined:
    Jul 2, 2010
    Messages:
    281
    Gender:
    Male
    Location:
    Australia
    the religions are going to be worked directly into the individual civs i believe :) we might sepparate them in a religion mod later but its unlikely.

    so the design wont be going to waste :)
     
  19. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    These are some very promising ideas; indeed I will go as far to say that Sorcerers in the game will likely work in a very similar way to this. I hadn't thought of extending it to special generals/monsters/flag bearers, but the more I think about the idea, the more it makes sense. Certainly myself and TheChanger will discuss the potential of these ideas. If you have any further elaborations that you think might work then please share them! I feel that community input is of great importance to any mod! :)

    Al
     
  20. Alzara

    Alzara Chieftain

    Joined:
    Jan 2, 2008
    Messages:
    1,214
    Location:
    Florida
    And a warm welcome to you too Seon ;)

    I have plans to include a concept known as "The Great Seal", which is a dimensional barrier introduced after the Daemon Lord Alzara's first defeat. The implementation of this feature is still under consideration but hopefully that will be one of many aspects that should be new and interesting for the game.
    Another will be the way magic works. Tiles will have another yield known as "Pigments" and this will accumulate in a similar way to culture to be used in the construction of magical buildings, wonders, projects items etc. It will also determine the effectiveness of 'living' sorcerers that are placed on the tile (undead work slightly differently). This is all due to the way colour defines magic on Naeralith. More will be revealed in relation to this concept.
    Other ideas are floating around at the moment and I will let the community know when these are confirmed ;)

    Hehe thanks! I'm glad you like the flag art. I have artists which work on various aspects of my world and flag art was something that was produced a while back. I will be updating the thread with some basic descriptions and design tonight so you will be able to see more of what each civilisation represents :)

    And thank you for your blessings on the mod's success. I hope you stick around to see how it develops :)

    Al
     

Share This Page