this sounds like a good fix![]()
I have tweaked the UBs for Scarthia. Let me know what you think

Also for everybody else's benefit, the tech tree is being coded at present

Screen shots will follow soon

Al
this sounds like a good fix![]()
Spoiler Godembai :
Godembai is a spiritual, tribal nation of natural nomads, who thrive in even the harshest of environments.
Their people are known for their great endurance and excellent hunting techniques.
In addition, many other nations on Naeralith, most notably Lewenkai, Newetah and Scarthia, were founded from the exodus of Godembai tribes many years ago.
Leader: TBA
Alignment: Good
Traits
Tribal Nation: Can build settlers in cities of size 1. Unhappiness from number of cities halved. Unhappiness from number of citizens doubled.
Live Off the Land: Cannot build roads but cities connect trade routes automatically when culture is connected. +1 food from tiles that do not normally produce food.
Know Your Surroundings: Units within your borders ignore rough terrain movement penalties.
Here are some UB ideas for Godembai:
Unique Buildings
Tribal Totem: Replaces Monument; Cultural Building; Cost 70; Maintenance 1; +2 Culture. Units produced in this city start with a Random 'Totem Guardian' promotion** based on the resources near the city.
Medicine Man: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 Food with Alendus and Mutibi Flies; Heals Units Adjacent to the city +2 HP per turn
Living Larder: Replaces Smokehouse; Yield Building; Cost 120; Maintenance 1; Does NOT require Brazain, Mulgorf, Shibbil, Wezsqui in city radius; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui.
Tribal Council: Replaces Elder Council; Science building, Cost 70; Maintenance 1; +1 Sage; +2 Science; +2 Culture.
Trading Spot: Replaces City Square; Economic Building; Cost 80; zero maintenance; +1 Merchant; +4 Gold; +1 Gold per Trade Route.
Hunters School: Replaces hunting Lodge; Militaristic Building; Cost 100; Maintenance 1; Requires Barracks; +1 food for each worked Avuulin; +1 food and +1 Gold for each worked Kratan; +20XP to all Recon units
Shrine to the Animal Spirits: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Reqires Tribal Totem; +1 Priest; +2 Culture. +1 Culture for each nearby worked animal resource.
Place of Spiritfinding: Replaces Parochial School; Militaristic Building; Cost 100; Maintenance 1; Requires Barracks and Shrine to the Animal Spirits; +1 Happiness for each worked animal resource; +15XP to all Divine units.
Shrine to the Plant Spirits: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Shrine to the Animal Spirits; +1 Priest; +2 Culture. +1 Culture for each nearby worked Plant resource.
Judgement Place: Replaces Dungeon; Economic building; Cost 150; Maintenance 0; Requires Guard Towers; -15% maintenance costs. Units near city will not Abandon you from low happiness.
Fishing Traps: Replaces Levee; Yield Building; Cost 120; Maintenance 3; +1 Hammer, +1 food from river tiles.
Place of the Earth Mother: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Shrine to the Plant Spirits; +2 Priest; +2 Culture. +3 Culture for each nearby worked Mineral Resource; +1 Culture for each other nearby worked resource.
Witch Docter's Hut: Replaces Healers; Yield Building; Cost 500; Maintenance 2; Requires Medicine Man; +1 Priest; +1 Happiness from nearby worked Alendus, Malumi, Kenji, Rizii, Mutibi Flies; -50% Food Needed for city Growth
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**"Totem Guardian" Promotions:
Brazain Totem: Require Brazain resource nearby; +10% combat strength in Desert and Tundra.
Mulgorf Totem: Requires Mulgorf resource nearby; +20% strength in Deserts.
Shibbil Totem: Requires Shibbil resource nearby; 20% chance to flee melee attacks.
Wezsqui Totem: Requires Wezsqui resource nearby; +10% combat strength when in cultural borders.
Avuulin Totem: Reqires Avuulin resource nearby; Ignores terrain movement costs.
Ni'vae Totem: Requires Ni'vae resource nearby; +1 movement.
Strider Totem: Requires Strider resource nearby; +10% Combat in marsh, Desert and Floodplains.
Tuvaur Totem: Requires Tuvaur resource nearby; -20% city bombard damage taken.
Wyawk Totem: Requires Wyawk Young resource nearby; +1 Line of Sight.
Kratan Totem: Requires Kratan resource nearby; +10% melee combat strength to itself and adjacent units.
Maglador Totem: Requires Magladors resource nearby; May Embark. +1 embarkation movement.
Mutibi Totem: Requires Mutibi Flies resource nearby; +10% combat strength for every other adjacent unit with the Mutibi Totem promotion.
Wifyli Totem Requires Wifyli resource nearby; +1 Hit point regenerated each turn.
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My basic design intention was to make Gebashi realy rely on their surroundings by making their unit strengths reflect nearby resources and terrain, as well as linking their culture into every resource in their empire.
Spoiler Vjasjekii :
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The Vjasjekii are one of the few remaining non-sapid species to be blessed with civilisation on Naeralith.
They thrive in aquatic and semi-aquatic environments, jealously guarding their territory from all who would seek to trespass.
In addition their society is very alien to sapids, as is the Vjasjekii way of thinking. Many consider them cruel and malicious, though what motivates such behaviour is generally unknown.
Leader: TBA
Alignment: Evil
Traits
Creeping Mires: Land within cultural borders adjacent to coast may turn into marsh and marsh to coast. The rate of conversion depends on the proportion of coast in the city radius. Marsh gives +1 food.
River Warlords: Units can fight and move as normal on water. Units are invisible on water. Units treat marshes, tiles on rivers or adjacent to coast as roads.
some more ideas for UBs, this time for Vjasjekii
Unique Buildings
Vjajekii Reefs: Replaces Fishing Village; Yield Building; Cost 120; Maintenance 1; Requires Copuls, Eels, Fish, Lumanins; Requires Coastal City; +2 food, +1 food for each worked Copuls, Eels, Fish, Lumanins; +1 hammer from Reef features.
Temple of the Tides: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Requires Monument; +1 Priest; +3 Culture; Land->Marsh->Coast conversion rate increased in the city radius.
Coral Spires Replaces Lighthouse; Yield Building; Cost 80; Maintenance 1; Requires Coastal City; +1 food from Water tiles; enemy units move 1 tile on water tiles within the city boundary.
Sacrificial Altar to the Moons: Replaces Courthouse; Happiness Building; Cost 200; Maintenance 4; Eliminates Unhappiness from an occupied City; Reduces occupied city population to 1 and grants +x Science based on the initial population of the city; +2 Priest. May sacrifice future population (assumed to be enslaved Sapids) for a random ammount of science.)
Coral Halls: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Temple of the Tides; +1 Priest; +2 Culture; +2 Culture from each Nearby Limwae Crystals and Wifyli Resource; +2 Culture from nearby 'Reef' features.
Tidecrafter: Replace Harbour; Yield Building; Cost 80; Maintenance 3; Requires Coral Spires; Requires Coastal City; +1 Gold, for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins; and +1 Hammer from each water tile.
Marshcaller: Replaces Levee; Yield Building; Cost 120; Maintenance 3; Requires city on a River; Converts all tiles adjacent to a river within the cities boundaries into Marsh; +1 Hammer from Marsh tiles.
Seawalls: Replaces High walls; Defence Building; Cost 180; Maintenance 1; Requires Walls; Requires Coastal City; +10 Defence; city is immune to being blockaded by enemies.
Cathedral of the Moons: Replaces Cathedral; Cost 150; Maintenance 3; Requires Coral Halls; +2 Priest; +5 Culture; +3 Culture for each worked Limwae Crystals and Obsidian; Storms, Fog, Calms and Rips do not appear in the waters near the city.
Undergeound Aquifer Replaces Aqueduct; Yield Building; Cost 400; Maintenace 3; -33 % Food needed for City Growth; +1 Food from Marsh Tiles.
Seacrafter: Replaces Seaport; Yield Building; Cost 140; Maintenance 2; Requires Tidecrafter; Requires Coastal City; Requires any Sea Resource; +2 Production for each worked Wifyli, Magladors, Lilmwae Crystal, Copuls, Eels, Fish and Lumanins. +25% Produciton of Naval Units, +15 EXP to Naval Units.
Lunar Mirror: Replaces Observatory; Research Building; Cost 200; Maintenance 2; Requires Coastal City; +50% Science; +1 Pigment to all water tiles, +1 Pigment to all sea resources.
Spoiler Athesia :
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Athesia is a nation of non-sapid creatures known as Athesians. They are small, primarily carnivorous creatures that resemble miniature adult sapids.
They are fiercely territorial and generally hostile towards sapids, attacking most who dare to trespass in their jungle realm.
In addition, they are matriarchal, with females holding the most prominent leadership and hunting roles in society.
Leader: Queen Natika
Alignment: Neutral
Traits
Cannibalism: Units recover some health after killing enemy units. Food is gained for each unit you kill and provided to the nearest city.
Pygme Warriors: Living land units gain -10% strength, +20% withdrawal chance and +20% strength in jungle.
Jungle Stalkers: Forest and jungle are treated as roads within your cultural boarders. -50% foreign trade. Units are invisible in jungle.
Heres a few more ideas for UBs, this time for Athesia.
Based on thier cannibalistic nature a lot of the UBs revolve around slave acquisition and the sacrificing of slaves, primarily for food but also for temproary happiness bonuses and some gold. Anothe main trend here is that Athesia is quit eprimitive so cant use iron. all iron using buildings have been replaced with Obsidain based equivilents.
I feel like there should be a couple more, possible to play on the idea of their highly territorial nature, or matriarchal society.
Unique Buildings:
Slave Farms: Replaces Granary; Yield Building; Cost 120; Maintenance 1; +2 food; +1 Slave Specialist; +1 food from slave specialists; If at war randomly spawns slave Units
Feast Hall: Replaces Smokehouse; Yield Building; Cost 120; Maintenance 1; requires Brazain, Mulgorf, Shibbil, or Wezsqui nearby; +2 food, +1 food for each worked Brazain, Mulgorf, Shibbil and Wezsqui. Can Sacrifice 1 slave a turn in the city to produce food and provide 1 Temporary Happiness.
Canopy Watchers: Replaces Watch Towers; Defence Building; Cost 60; Maintenance 0; +5 Defence; Forests and Jungle in the Cities Borders reveal invisible enemy units and increase friendly units Line of sight by 1 when fortified within.
Huntress Camp: Replaces Hunting Lodge; Military Building; Coast 100; Maintenance 1; Requires barracks; +1 food for each worked Avuulin and Primordial Egg Resource. +1 Gold for each worked Kratan. +1 Food from worked Camp improvements. +15XP to all Recon units.
Stonecarver: Replaces Forge; Military Building; Cost 120; Maintenance 1; Requires Obsidian; +20% Production of land units.
Slave Pens: Replaces Grocers; Yield Building; Cost 120; Maintenance 1; Requires Slave Farms; +4 food; +2 Slave specialists; Increases Slave spawn rate when at war.
Obsidianworks: Replaces Ironmonger; Military Building; Cost 150; Maintenance 2; Requires Stonecarver; Requires Obsidian; +1 Gold from Obsidian; +15% production of Land Units; +1 Engineer
Metamorphic Cavern: Replaces Foundery; Military Building; Cost 230; Maintenance 4; Requires Obsidainworks; Requires obsidian nearby; +20% Production of Land Units; Provides 3 Units of Obsidian.
Spoiler Glaer :
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Spawned from age-old matings between sapids and fae, the Glaer are now a species of their own; neither sapid nor fae.
Like their fae cousins they are at one with the forest, though their natural affinity for magic comes from their unique combination of bloodlines.
They are a carefree, festive people, unafraid to express their feelings and indulge in the pleasures of life.
Leader: TBA
Alignment: Good
Traits
The Green Path: Forests within civ borders provide +1 happiness. Units become fully fortified when fortified in forests.
Realm of Festivities: Golden ages require 20% less happiness to trigger. Excess happiness is converted into 120% culture rather than 100% culture.
Zen Tree: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +2 Culture +1 Happiness.
Colourdancers: Replaces Street Entertainers; Happiness Building; Cost 100; Maintenance 1; +1 Bard; +1 Sorcerer; +2 Happiness
Spectral Carnival: Replaces Carnival; Cultural Building; Cost 140; Maintenance 3; Requires Colourdancers; +3 Happiness; +3 Culture; +1 Sorcerer.
Dimensional Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2; Requires Dimensional Rift Resource/Feature nearby; +1 Bard; +1 Sorcerer; +1 Sage; +25% GPP. +1 Pigment and Culture from worked Alendus.
Circle of Festivities: Replaces Circus; Happiness Building; Cost 130; Maintenance 2; Requires Spectral Carnival; +3 Happiness; +1 Happiness from worked Starmetal.
Colour Enclave: Replaces Arcanum Schola; Military Building; Cost 100; Maintenance 1; Requires Barracks and Library; Requires Starmetal Nearby; +15XP to all Arcane Units; +2 Pigments, +1 Happiness.
Prismatic Abbey: Replaces Sorcerers Convent; Research Building; Cost 120; Maintenance 2; Requires Library; +2 Sorcerer; +3 Pigments; +10XP to all Arcane and Religious Units.
Singing Arbours: Replaces Theatre; Happiness Building; Cost 300; Maintenance 5; Requires Colourdancers; +3 Happiness, +1 happiness for each worked Dye and Fine Feathers; +1 Pigment from worked Forests.
Conservatory:Replaces Arcane Academy; Research Building; Cost 350; Maintenance 3; Requires Prismatic Abbey; Requires Starmetal Nearby; +2 Sorcerer; +33% pigments, +1 Pigment from all resources; +1 Culture from Sorcerer Specialists.
Imbumentorium:Replaces Enchanter's Emporium; Happiness Building; Cost 180; Maintenance 4; Requires Conservatory; Requires Starmetal Nearby; +1 Sorcerer; +3 Happiness; Units built in the city gain experience based on the ammount of Pigments produced by the city (TBA).
Halls of Ivy: Replaces Creative Institute; Cultural Building; Cost 600; Maintenance 3; Requires Art College; +2 Bard; +100% Culture; Excess Pigments produced by the city are converted to Culture.
Spoiler Seelie Court :
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The Seelie Court consists of fae who have forgiven sapids for their past transgressions and wish to live peacefully in their sentient forest realm.
They are highly sensual creatures, capable of great empathy and compassion.
To them, nothing is more important than the balance of life and the preservation of the forest and all its inhabitants.
Leader: Queen Aulera
Alignment: Good
Traits
Faewoods: Forests and jungle turn to faewoods within civ borders. Faewoods act as roads within your cultural boarders, can be built in and reduce enemy movement to 1.
Seductive Lure: Defeated enemies have a chance of converting to your civ (not Uus).
Eternal Dance of the Fae: +1 culture per city per turn.
Spoiler Newetah :
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Newetah is a nation of hardy desert-dwellers, whose influence extends far and wide through the spread of Amunai; the religious worship of ancestors.
They are highly ritualistic and defensive, able to contact the dead and connect spiritually with those who have passed on from this life.
Often, spirits of the past will rise as undead in defence of this nation, protecting their descendants until help is no longer required.
Leader: Queen Abhtessa
Alignment: Neutral
Traits
Desert Bounty: Deserts act as roads. Flood plains provides +1 food. Small chance of discovering an oasis in desert tiles with no access to fresh water.
Blessing of the Ancestors: +25% great people production. +1 beaker per level per for each unit lost in combat.