Naeralith Reborn: Civ 5 Mod

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
 
UPDATES

Added unique buildings to Lewenkai and tweaked their traits :)

Al
 
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.

-------------------------------------

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.
 
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

-------------------------------------

**"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.

-------------------------------------

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.

As discussed, I love this design and think it fits very well with the lore I have in store for Godembai! I think I will add a couple more UBs to Scarthia and Lewenkai to keep the numbers a little closer.

Excellent work! I'll update Godembai soon :)

Al
 
UPDATES

Added new unique buildings to Lewenkai and Scarthia.

Also tweaked some existing unique buildings for these nations.

The traits for Scarthia and Minlaya have been reworked.

In addition, a full set of unique buildings have been added to Godembai based on TheChanger's design. I made my own small adjustment of reducing the Fishing Traps maintenance cost by 1 ;)

Hope you all enjoy the new buildings and traits! :)

Al
 
@TheChanger:

I'm sat online, so come on if you see this ;)

Your witchcraft killed off the visibility from 1500ft today, so no flying for me :(

Al
 
Spoiler Vjasjekii :

vjasjekiimainflag.jpg


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 :D


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.
 
some more ideas for UBs, this time for Vjasjekii :D


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.

He's on a roll! XD

Brilliant as with Godembai. I'll update the main posts with them soon :)

Al
 
UPDATES

Added new unique buildings to Kambai and tweaked their traits :)

Also slightly tweaked Scarthia's traits and a couple of their unique buildings.

I will incorporate TheChanger's Vjasjekii UB design soon! :)

Stay tuned :D

Al
 
heres a little art update for all you following :)

Warning: the spoiler below contains some mature content, so 18+ only :p
Spoiler :
iconatlas256.png

This one is the Scarthia, Lewenkai, Godembai and Vjasjekii UB icon atlas. the icons do have titles in this shot but theyre a bit hard to see because of the resolution. in game they will be clearer and with no text :)

This one is my first batch of Kambai Icons:
Spoiler :
2iconatlas256.png
 
Spoiler Athesia :

athesiamainflag.jpg


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.
 
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.

Hehe brilliant! I'll add in the UB's we discussed and put ur ideas into the main thread, along with Vjasjekii! :D

Al
 
UPDATES

The recent expansion of civilisation design has forced me to split the post into 2 lol :D

I've added TheChanger's unique building design to Vjasjekii. I also Added TheChanger's unique building design to Athesia, along with some additions and changes added in by myself. I also reworked their traits slightly :)

In order to expand on the slavery system, I have once again modified Scarthia and Kambai's unique buildings and tweaked Kambai's traits. I added another building to Scarthia in this process ;)

Slavery will be accessed by most civs when the player chooses to use it through the upcoming Slavery policy tree, which will grant access to various slave buildings, slave specialists and slave units. With nations such as Scarthia, Kambai and Athesia (as well as with the upcoming Xayith design), slaves are important in different ways to the working of each civ. This is why, after looking at and tweaking the design of Athesia, I decided to incorperate slavery in a more meaningful way to Scarthia and Kambai.

Hope you all enjoy! :)

Al
 
Spoiler Glaer :

glaermainflag.jpg


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.

Vibrant Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2; Requires forests nearby; +1 Bard; +1 Sorcerer; +25% GPP. +1 Pigment and Culture from worked Alendus and Freyalillies.

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.
 
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.

Looking good! :)

I'll tweak it and add a bit to it :)

Al
 
TINY UPDATE

Added Archery Competitions building to Lewenkai. :D

More civs to follow later! :)

Al
 
UPDATES

Added my unique building design to Rylonia :)

I will add in TheChanger's design for Glaer soon! :)

Al
 
UPDATES

Added another of my unique building designs. This time for Xayith :)

Also reworked their traits slightly :)

Al
 
Spoiler Seelie Court :

seeliecourtmainflag.jpg

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.


Here are some ideas for Seelie UBs. The Basic idea is that Seelie would build very few Improvements (no farms or mines for example); and as such in order to improve their tiles they rely on UBs which boost the yield of faewoods which they are extremely dependant on, as well as providing some passive food and production effects. Another Main idea was that the Seelie get their research from studying the past and using the philosophys of the Faewood trees, so many of the research buildings have been replaced. the last thing, similarly with Athesia, they would not use Iron, however they could use the increadibly hard bark that falls from Faewood trees as they grow which ive dubbed Ironwood. all buildings that require Iron have thus been replaced (except the industrial complex which i think they could just not have access to)


Faewood Flowers: Replaces Smoke House; Yield Building; Cost 120; Maintenance 1; +2 Food; -20% Food needed for City Growth.

Faewood Court: Replaces Elder Council; Research Building; Cost 70; Maintenance 2; +1 Sage; +2 Science; +1 culture from Sage specialists.

Ironwood Forge: Replaces Forge; Military Building; Cost 130; Maintenance 2; Requires Faewood nearby; +1 hammer from Faewoods.

Illuminted Garden: Replaces Garden; Yield Building; Cost 120; Maintenance 2;Requires Faewood nearby; +2 Bard; +25% GPP. +1 food from worked Faewood Features.

Faewood Memory Banks: Replaces Library; Research Building; Cost 80; Maintenance 1; +2 Sage; +1 Science for every worked Feywood Feature.

Walls of Thorns: Replaces Walls; Defence Building; Cost 100; Maintenance 1; +5 Defence; Attacking enemy units recieve -10% strength.

Faewood Archives: Replaces Archives; Research Building; Cost 120; Maintenance 2; Requires Faewood Memory Banks; +1 Sage; +20% Science; +1 science from Sage.

Illusionary Paths: Replaces High Walls; Defence Building; Cost 180; Maintenance 1; Requires Walls; +7 Defence; Enemy Units attacking the city have a chance to be pushed outside of Seelie Borders each turn (TBA).

Ironwood Plantation : Replaces Ironmonger; Military Building; Cost 150; Maintenance 2; Requires Faewood nearby; Requires Ironwood Forge; +15% production of land Units; +1 Gold from worked Faewood Features.

Photopigment Conduit: Replaces Aqueduct; Yield Building; Cost 450; Maintenance 3; +1 food and +1 Pigment from worked Faewood Features; -20% Food needed for City Growth.

Halls of Wisdom: Replaces Public School; Research Building; Cost 350; Requires Faewood Memory Banks; +1 Sage; +50% Science; +1 Culture from Worked Faewood Feature.

Ironwood Architects: Replaces Foundery; Military Building; Cost 230; Maintenance 3; Requires Faewood nearby; Requires Ironwood Plantation; +20% production; +2 Engineers;
 
Spoiler Newetah :

newetahmainflag.jpg

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.

some more brainstorming with Al came up with this design:

Basically newetah relies heavilly on their past and their ancestors to help fight for the present.

to followers of the Amunai religion life is just the second stage of existance, one of 7 levels of being before they assend to a god like status and set off to create a new world in another dimension. Amunai worshippers believe that when you die your soul enters the third stage of being where the purpose of existance there is to protect your relatives and friends in the second level. this is to develope their sense of strength and nurture protection.

Many Newetah buildings are built specifically to disrupt souls moving on in order to complete the third level of existance. once souls are strong enough they are able to resist the pull of these enormous pyramids and monuments, but when they are still fresh they are drawn to the structures by a mysterious mixture of gravity and magic.

The defencive line for example focuses in ancestor spirits comming back from the 3rd level of being to help defend their old homes. the temple line however focuses on the ancestors teaching their relatives and friends from beyond the grave and giving them additional insight to the world.

The main design idea was to make Newetah a very hard nut to crack who specialises in culture and production.


Obelisk: Replaces Monument; Cultural Building; Cost 60; Maintenance 1; +1 Culture for every 2 citizens.

Apothecary: Replaces Herbalist; Yield Building; Cost 80; Maintenance 1; +1 food from each Alendus; +1 Happy wit heach worked Incense; Heals units adjacent to the city +1 HP per turn; +1 Priest

Council of Overseers: Replaces Elder Council; Research Building; Cost 70; Maintenance 1; +2 Science; +1 Priest; +1 Hammer from Priests.

Oracle of Amunai: Replaces Temple; Cultural Building; Cost 120; Maintenance 2; Requires Obelisk; +2 Priest; +3 Culture; Units Built in the City start with the 'Mark of Amunai I' promotion.

Arkaasin Walls Replaces Walls; Defence Building; Cost 100; Maintenance 1; +7 Defence; +1 Culture.

Soul Scribes: Replaces Parochial School; Military Building; Cost 100; Maintenance 1; Requires Barracks and Oracle of Amunai; +15XP to all Divine units; +2 Sage; Divine units start with one extra level of the 'Mark of Amunai' promotion.

Temple of Amunai: Replaces Monestary; Cultural Building; Cost 120; Maintenance 2; Requires Oracle of Amunai; +2 Priest; +2 Culture. +2 culture from each nearby Incense and Shashana; Units Built in the city start with the 'Mark of Amunai II' promotion.

Mausoleum: Replaces Archives; Research Building; Cost 150; Maintenance 3; Requires Library; +1 Sage; +20% Science; +1 Priest; +10% Culture

Ancestral Walls: Replaces High Walls; Defence Building; Cost 180; Maintenance 1; Requires Arkaasin Walls; +9 Defence; +1 Culture; Has a chance of spawning an 'Ancestor Guardian' Military UU when enemy units are adjacent to the city. Strength of the Ancestor Guardian is dependant on the Era. (Stength and Spawn rate TBA).

Temple Complex of Amunai: Replaces Cathedral; Cultural Building; Cost 150; Maintenance 3; Requires Temple Complex of Amunai and Ancestral Walls; +3 Priest; +5 Culture; +5 Culture for each worked Marble; 'Ancestor Guardian' Units spawned by the city start with 'Mark of Amunai I' promotion.

Pyramid Complex: Replaces Castle; Defence Building; Cost 400; Maintenance 4; Requires Ancestral Walls; +15 Defence; +1 Priests; +1 Culture; increases spawn rate of 'Ancestor Guardian' Units from the city, Ancestor Guardians may spawn even when no enemies are near city, must still be at war though.

Mortuary: Replaces Healers; Yield Building; Cost 500; Maintenance 1; Requires Apothecary; +2 Priest; +1 Happiness from worked Alendus, Kacilla, Silk and Incense; -50% Food needed for City Growth; Friendly Units that die in the cities radius generate +x Culture and +y Science (TBA).

Arkaasin Tomb Network: Replaces Fortress; Defence Building; Cost 450; Maintenance 5; Requires Pyramid Complex; +22 Defence; +2 Priests; increases spawn rate of 'Ancestor Guardian' Units from the city, Ancestor Guardians may spawn even when no enemies are near city, even during times of peace.


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'Mark of Amunai I': +5% defence strength; Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai II': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai III': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai IV': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.

'Mark of Amunai V': +5% defence strength; +1 extra EXP gained whenever the unit would normally gain EXP. Promotion is transferred to nearest allied unit on death. If target unit already has a 'Mark of Amunai' promotion the unit is upgraded to the next level of 'Mark of Amunai' promotion.
 
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