Naeralith Reborn: New design thread

Alzara

Emperor
Joined
Jan 2, 2008
Messages
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Location
Florida
Welcome all to the new Naeralith Reborn design thread!

This mod is based on a world of my creation that I have been working on for some time; Naeralith.

Please feel free to post any comments or suggestions for mod itself. Also, please do contact me if you are interested in helping out or joining the team :)

More updates on the mod design should follow soon. Please feel free to post any suggestions, or email me with requests for what you'd like to see written next.

Thank you all for your patience! :)


UPDATES 13/02/2010: Added high level design for the remainder of the tech tree plus an visual representation of this design (see attachments). The details of the techs will come soon so I can expand the four presently designed civs to the end of the tech tree and begin to add in the others :)

Enjoy!

Al
 

Attachments

  • Tech Tree V0.1.jpg
    Tech Tree V0.1.jpg
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Civlisations Part 1

Under construction
 
Civlisations Part 2

Under construction
 
Civlisations Part 3

Under construction
 
Tech Tree Part 1

2nd Draft Underway

Spoiler Tier 1 :

Sailing

Derived From: None
Leads To: Fishing Technique

Allows trade over coast
Can build Lighthouse
Can train Galleys


Military Training

Derived From: None
Leads To: Conscription

Can build Barracks
Can train Axemen


Crafting

Derived From: None
Leads To: Mining, Masonry

Reveals Marble, Obsidian
Can build Granery, Weaver


Agricultural Technique

Derived From: None
Leads To: Calender, Animal Husbandry, Colonisation

Reveals Kenji, Mayasa, Silk, Shashana, Spices
Can build Local Brewery (with Crafting)
National Wonder: National Brewery (with Crafting)


Exploration

Derived From: None
Leads To: Colonisation, Nomadism

Allows Woodsman I and Guerrilla I promotions
Allows Jungle Camp improvement
Allows Swamp Camp improvement
Can train Scouts


Sorcery

Derived From: None
Leads To: Writing, Magical Technique

Allows Amber I, Azure I, Citrine I, Lime I, Scarlet I, Violet I Promotions
Can train Sorcerer


Ceremonial Buriel

Derived From: None
Leads To: Writing, Faith

Can build Graveyard, Mausoleum
Wonder: Mausoleum of Aurelle


Daemonic Worship

Derived From: None
Requires: Scarthia
Leads To: Faith

Allows Subdue Daemon promotion
Can build Infernal Den of Vice


Spoiler Tier 2 :

Fishing Technique

Derived From: Sailing
Leads To: Seafaring

Reveals Lilmwae Crystal, Magladors, Wifyli
+1 food from fishing boats
Can build Fishing Village


Conscription

Derived From: Military Training
Leads To: Slavery, Warfare

Allows Dictatorship Civic
Can build Recruitment Centre
Can build Dungeon (with Crafting)


Mining

Derived From: Crafting
Leads To: Metal Casting

Reveals Copper, Gems, Gold, Silver
Workers chop forest twice as fast
Workers can chop jungle
Allows Mine improvement
Can build Shafts
Wonder: The Glistening Caverns


Masonry

Derived From: Crafting
Leads To: Sculpture, Construction

Allows Quarry improvement
Can build walls
Wonder: Jafaal's Visage
Wonder: The Twin Oracles (with Faith)


Calender

Derived From: Agricultural Technique
Leads To: None

Reveals Alendus, Fraeyalillies, Rizii
Allows Plantation improvement
Allows Agrarian Civic
Wonder: The Alluwan Pyramids (with Masonry)


Animal Husbandry

Derived From: Agricultural Technique
Leads To: Riding, Tracking

Reveals Niv'ae, Striders
Can build Butchery, Tannery
Can train Chariots


Colonisation

Derived From: Agricultural Technique, Exploration
Leads To: Trade

Allows Cottage improvement
Can build Gardens
Can train Settlers
Wonder: Dabaelia's Garden


Nomadism

Derived From: Exploration
Leads To: Trade, Festivals

Allows Nomadic Civic
Can build Circus
Can train Gypsy Caravan


Writing

Derived From: Sorcery, Ceremonial Buriel
Requires: Crafting
Leads To: Literature, Mathematics

Allows Open Borders
Can build School of Scribes
Wonder: Ralius' School of Herbalism


Faith

Derived From: Ceremonial Buriel, Daemonic Worship
Leads To: Sacrifice, Priesthood

Reveal Incense
Can build Monastery
Wonder: The Sanctuary


Spoiler Tier 3 :

Slavery

Derived From: Conscription
Leads To: None

Allows Slavery Civic
Can build Arena
Can train Slavers
Wonder: The Pit


Warfare

Derived From: Conscription
Requires: Crafting
Leads To: Strategy

Allows City Attack I and City Attack II promotions
Can build Seige Workshop
Can train Catapults
Can train Light Swordsmen


Metal Casting

Derived From: Mining
Leads To: Smithing

Allows the use of copper and bronze weapons
Can build Forge, Jeweller
Wonder: Form of the Empress


Sculpture

Derived From: Masonry
Requires: Faith, Ceremonial Buriel
Leads To: Aesthetics, Architecture

Can build Monument, Sculptor's Studio
Wonder: Faces of the Gods


Construction

Derived From: Masonry
Requires: Mathematics
Leads To: Light Industry

Allows Roads
Allows Bridge Building
Can build Housing
Can build Tavern (with Trade)
Wonder: Palace of Eternity


Riding

Derived From: Animal Husbandry
Requires: Military Training
Leads To: Breeding Technique, Stirrup

Allows Mobility I and Mobility II promotions
Can build Stables
Can train Strider Warriors
Can train Niv'ae Riders
Can train Tuvaur Riders
Can train Assault Tuvaur (with Construction and Warfare)


Naturopathy

Derived From: Colonisation
Requires: Calender
Leads To: Botany

TBA


Trade

Derived From: Colonisation, Nomadism
Requires: Writing
Leads To: City Planning, Infrastructure

+1 trade routes in all cities
Can build Bazaar
Can build Slave Market (with Slavery)
Allows Technology Trading


Festivals

Derived From: Nomadism
Requires: Calender
Leads To: Drama

Can construct animal cages
Can build Carnival
Can build Civilisation's Festival (Unique building for each Civ)
Wonder: Carnival of Wonder


Arcane Technique

Derived From: Sorcery
Requires: Writing
Leads To: Battle Magic, Elementalism, Necromancy

Allows Mind Spells for each Colour
Allows Knowledge Civic
Can build School of Sorcery
Wonder: The Mahaza Spire


Literature

Derived From: Writing
Requires: Colonisation
Leads To: Philosophy

Enables Scholarly Civic
Can build research
Can build Library
National Wonder: National Epic
Wonder: Archives of Time


Mathematics

Derived From: Writing
Requires: Calender, Colonisation
Leads To: Philosophy, Currency

Allows Patrician Civic
Centres world map
Workers produce +50% production from chopping
Can build Gambling House
National Wonder: Gambling Ring


Sacrifice

Derived From: Faith
Leads To: None

Allows Sacrifice Cult Civic
Can build Sacrificial Altar


Spoiler Tier 4 :

Seafaring

Derived From: Fishing Technique
Requires: Trade
Leads To: Naval Warfare

Allows Seafaring Civic
Allows Navigation I Promotion
Can build Harbour
Can build Shipyard (with Construction)
Can train Triremes
Wonder: Mally's Cove


Strategy

Derived From: Warfare
Requires: Philosophy
Leads To: Conquest, Naval Warfare

Allows Military State Civic
Allows Tactics I Promotion
Can build Bowyers (with Light Industry)
Can train Longbowmen (with Light Industry)
Can train Light Pikemen
Can train Heavy Axemen


Aesthetics

Derived From: Sculpture
Leads To: None

Allows Monarchy Civic
Can build Civilisation's Art
Can build Stained Glass Windows (with Glass Blowing)
Can train Royal Guards
Wonder: The Imperial Palace (with Construction)
Wonder: Statue of Fertility


Architecture

Derived From: Sculpture
Requires: Construction, Mathematics
Leads To: Perspective

Can build Manor
Can build Civilisation's Architecture
Can build Cathedrals (for all religions; With Priesthood)
Wonder: Spire of the Heavens


Light Industry

Derived From: Construction
Requires: Metal Casting
Leads To: Machinery, Engineering, Glass Blowing

Reveals Iron
Allows Workshop Improvement
+1 production from Mines
+1 production from Quarries
Can build Armourer


Tracking

Derived From: Animal Husbandry
Requires: Nomadism
Leads To: Stealth

+1 food from Swamp
Reveals Primordial Eggs
Can build Hunting Lodge
Can train Rangers


Breeding Technique

Derived From: Riding
Requires: Festivals
Leads To: Beast Riding

+1 food from pasture
Can train Mounted Infantry (with Warfare)
Can train Animal Units (TBA)


Stirrup

Derived From: Riding
Leads To: Mounted Warfare

Can build Hippodrome (with Construction)
Can train Strider Archers
Can train Niv'ae Archers
Can train Light Cavelry (with Warfare)


City Planning

Derived From: Trade
Requires: Construction
Leads To: Canal Systems, Sanitation

Allows Public Works Civic
Can build Irrigation Canals
Can build City Districts
Wonder: Maze of Eternal Slums


Infrastructure

Derived From: Trade
Requires: Construction, Exploration
Leads To: None

Allows Paved Roads Improvement
Can build Paved Roads
Can build Grand Bridge (with Architecture)
National Wonder: National Courier System (with Riding)


Drama

Derived From: Festivals
Requires: Literature
Leads To: Music

First to discover receives a free Great Bard
Allows Decadence Civic
Can adjust cultural slider
Can build Theatre
National Wonder: Civilisation's National Theatrics


Battle Magic

Derived From: Magical Technique
Requires: Military Training
Leads To: Spectrum

Allows Offensive of Colour I, Protection of Colour I, Subtlety of Colour I Promotions
National Wonder: Tower of Evokation


Elementalism

Derived From: Magical Technique
Leads To: Spectrum

Allows Air I, Earth I, Fire I, Water I Promotions
National Wonder: Tower of Elements


Necromancy

Derived From: Magical Technique
Requires: Ceremonial Buriel
Leads To: Spectrum

Allows Black Arts Civic
Allows Ancestor Worship Civic
Allows Black I, Soul I, Void I Promotions
National Wonder: Tower of Necromancy
Wonder: Tomb of Almah


Philosophy

Derived From: Literature, Mathematics
Requires: Faith
Leads To: Code of Laws, Deception

Allows Compassion Civic
Allows Prophets Civic
Wonder: Makhala's Circle


Currency

Derived From: Mathematics
Requires: Trade
Leads To: Taxation

Allows Greed Civic
Allows gold trading
Can build wealth
Can build Market
Can build Brothel
Wonder: Den of Pleasure


Priesthood

Derived From: Faith
Requires: Ceremonial Buriel, Masonry, Colonisation
Leads To: Theology, Religious Law

Can build Temples (for all religions)
Can train Priests (for all religions)
Can train Missionaries (for all religions)
Wonder: The Great Obelisk
 
Tech Tree Part 2

Under Construction

Spoiler Tier 5 :

Naval Warfare

Derived From: Seafaring, Strategy
Requires: Sailing
Leads To: None

TBA


Conquest

Derived From: Strategy
Requires: Riding
Leads To: Vassalage

TBA


Smithing

Derived From: Metal Casting
Requires: Light Industry
Leads To: Compass, Medium Industry

TBA


Perspective

Derived From: Architecture
Requires: Engineering
Leads To: Fine Art

TBA


Machinery

Derived From: Light Industry
Requires: Colonisation
Leads To: Agricultural Tools, Guilds

TBA


Engineering

Derived From: Light Industry
Requires: Machinery
Leads To: None

TBA


Glass Blowing

Derived From: Light Industry
Leads To: Optics

TBA


Stealth

Derived From: Tracking
Requires: Deception
Leads To: None

TBA


Beast-Riding

Derived From: Breeding Technique
Requires: Tracking
Leads To: Warbeasts

TBA


Botany

Derived From: Naturopathy
Requires: Literature
Leads To: Education

TBA


Canal Systems

Derived From: City Planning
Requires: Agricultural Technique
Leads To: Crop Rotation

TBA


Sanitation

Derived From: City Planning
Leads To: Battlefield Medicine

TBA


Music

Derived From: Drama
Requires: Mathematics
Leads To: Paper

TBA


Spectrum

Derived From: Battle Magic, Elementalism, Necromancy
Requires: Philosophy
Leads To: Alchemy, Divination, White Magic

TBA


Deception

Derived From: Philosophy
Leads To: None

TBA


Code of Laws

Derived From: Philosophy
Requires: City Planning
Leads To: Civil Service, Democracy

TBA


Taxation

Derived From: Currency
Requires: Code of Laws
Leads To: Usury

TBA


Theology

Derived From: Priesthood
Requires: Philosophy
Leads To: Righteousness, Malevolence

TBA


Religious Law

Derived From: Priesthood
Requires: Code of Laws
Leads To: None

TBA


Spoiler Tier 6 :

Vassalage

Derived From: Conquest
Requires: Code of Laws
Leads To: Federalism, Imperialism

TBA


Compass

Derived From: Smithing
Requires: Seafaring
Leads To: None

TBA


Agricultural Tools

Derived From: Machinery
Requires: Agricultural Technique
Leads To: Invention

TBA


Guilds

Derived From: Machinery
Requires: Currency
Leads To: Invention

TBA


Warbeasts

Derived From: Beast Riding
Leads To: Flying Mounts

TBA


Heraldry

Derived From: Stirrup
Requires: Aesthetics
Leads To: Chivalry

TBA


Education

Derived From: Botany
Requires: Architecture, Philosophy
Leads To: Algebra, Anatomy, Astronomy

TBA


Crop Rotation

Derived From: Canal Systems
Requires: Calender
Leads To: None

TBA


Battlefield Medicine

Derived From: Sanitation
Requires: Naturopathy, Strategy
Leads To: Botany

TBA


Alchemy

Derived From: Spectrum
Requires: Machinery
Leads To: Paper, Crystallisation

TBA


Divination

Derived From: Spectrum
Requires: Glass Blowing
Leads To: Manaphysics

TBA


White Magic

Derived From: Spectrum
Requires: Battlefield Medicine
Leads To: Manaphysics, Enchantment

TBA


Civil Service

Derived From: Code of Laws
Leads To: Jurisprudence

TBA


Democracy

Derived From: Code of Laws
Leads To: Liberalism

TBA


Righteousness

Derived From: Theology
Leads To: Divine Right

TBA


Malevolence

Derived From: Theology
Leads To: Divine Right

TBA


Spoiler Tier 7 :

Imperialism

Derived From: Vassalage
Leads To: Military Science

TBA


Unity

Derived From: Vassalage
Leads To: Military Science

TBA


Medium Industry

Derived From: Smithing
Requires: Engineering
Leads To: Starmetal Working

TBA


Fine Art

Derived From: Perspective
Requires: Education
Leads To: None

TBA


Invention

Derived From: Agricultural Tools, Guilds
Requires: Education
Leads To: Clockworks, Gunpowder, Printing Press

TBA


Optics

Derived From: Glass Blowing
Requires: Machinery, Seafaring
Leads To: None

TBA


Algebra

Derived From: Education
Leads To: None

TBA


Anatomy

Derived From: Education
Leads To: Medicine

TBA


Paper

Derived From: Education, Music, Alchemy
Leads To: Cartography

TBA


Crystallisation

Derived From: Alchemy
Leads To: None

TBA


Manaphysics

Derived From: Divination, White Magic
Requires: Alchemy, Education
Leads To: Arcane Law, Dimensional Manaphysics, Temporal Manaphysics

TBA


Enchantment

Derived From: White Magic
Leads To: Mana Crystals

TBA


Liberalism

Derived From: Democracy
Requires: Drama
Leads To: None

TBA


Usury

Derived From: Taxation
Requires: Civil Service
Leads To: Banking

TBA


Divine Right

Derived From: Righteousness, Malevolence
Requires: Architecture, Code of Laws
Leads To: Divine Contract, Fanaticism

TBA


Spoiler Tier 8 :

Military Science

Derived From: Imperialism, Unity
Requires: Education
Leads To: Grand War

TBA


Starmetal Working

Derived From: Medium Industry
Requires: Crystallisation
Leads To: Heavy Industry

TBA


Clockworks

Derived From: Invention
Leads To: Heavy Industry

TBA


Gunpowder

Derived From: Invention
Leads To: Chemistry, Naval Cannon

TBA


Printing Press

Derived From: Invention
Leads To: None

TBA


Flying Mounts

Derived From: Warbeasts
Requires: Stirrup, Conquest
Leads To: Legendary Mounts

TBA


Chivalry

Derived From: Heraldry
Requires: Civil Service, Guilds
Leads To: Legendary Mounts

TBA


Astronomy

Derived From: Education
Requires: Compass, Naval Warfare, Optics
Leads To: Navigation

TBA


Medicine

Derived From: Anatomy
Requires: Battlefield Medicine
Leads To: Biology

TBA


Cartography

Derived From: Paper
Leads To: None

TBA


Arcane Law

Derived From: Manaphysics
Requires: Code of Laws
Leads To: None

TBA


Dimensional Manaphysics

Derived From: Manaphysics
Leads To: Portal Theory, Summoning

TBA


Temporal Manaphysics

Derived From: Manaphysics
Leads To: None

TBA


Jurisprudence

Derived From: Civil Service
Requires: Banking, Education
Leads To: None

TBA


Banking

Derived From: Usury
Requires: Guilds
Leads To: Mercentilism

TBA


Divine Contract

Derived From: Divine Right
Leads To: Immortality

TBA


Fanatacism

Derived From: Divine Right
Leads To: None

TBA
 
Tech Tree Part 3

Under Construction

Spoiler Tier 9 :

Grand War

Derived From: Military Science
Requires: Invention
Leads To: ASSAULT TACTICS, DEFENSE TACTICS

TBA


Heavy Industry

Derived From: Starmetal Working, Clockworks
Requires: Invention, Medium Industry
Leads To: Steam Power

TBA


Chemistry

Derived From: Gunpowder
Leads To: Explosives

TBA


Naval Cannon

Derived From: Gunpowder
Requires: Astronomy
Leads To: Matchlock

TBA


Legendary Mounts

Derived From: Flying Mounts, Chivalry
Leads To: MOUNTED TACTICS

TBA


Navigation

Derived From: Astronomy
Requires: Cartography, Invention
Leads To: NAVAL TACTICS, Advanced Shipbuilding

TBA


Biology

Derived From: Medicine
Requires: Crop Rotation
Leads To: None

TBA


Portal Theory

Derived From: Dimensional Manaphysics
Leads To: Dimensional Mapping

TBA


Summoning

Derived From: Dimensional Manaphysics
Leads To: None

TBA


Mana Crystals

Derived From: Enchantment
Requires: Starmetal Working
Leads To: Magical Defenses, Constructs, Crystal Tuning

TBA


Mercantilism

Derived From: Banking
Requires: Navigation
Leads To: Economics

TBA


Immortality

Derived From: Divine Contract
Leads To: Legends of Naeralith, DIVINE TACTICS

TBA


Spoiler Tier 10 :

ASSAULT TACTICS

Derived From: Grand War
Leads To: REPEATABLE

TBA


DEFENSE TACTICS

Derived From: Grand War
Leads To: REPEATABLE

TBA


Steam Power

Derived From: Heavy Industry
Requires: Clockworks, Chemistry
Leads To: Automation, Railroad, Steam Warfare

TBA


Explosives

Derived From: Chemistry
Requires: Heavy Industry
Leads To: None

TBA


Matchlock

Derived From: Naval Cannon
Requires: Clockworks
Leads To: None

TBA


MOUNTED TACTICS

Derived From: Legendary Mounts
Requires: Military Science
Leads To: REPEATABLE

TBA


NAVAL TACTICS

Derived From: Navigation
Requires: Military Science
Leads To: REPEATABLE

TBA


Advanced Shipbuilding

Derived From: Navigation
Requires: Medium Industry, Naval Cannon
Leads To: Metal Ships

TBA


Dimensional Mapping

Derived From: Portal Theory
Requires: Navigation
Leads To: Brave New Worlds

TBA


Magical Defenses

Derived From: Mana Crystals
Requires: Grand War
Leads To: MAGICAL TACTICS

TBA


Constructs

Derived From: Mana Crystals
Requires: Engineering, Sculpture
Leads To: None

TBA


Crystal Tuning

Derived From: Mana Crystals
Leads To: Crystal Resonation, Spontaneous Mana, Airships

TBA


Economics

Derived From: Mercentilism
Requires: Algebra
Leads To: None

TBA


Legends of Naeralith

Derived From: Immortality
Leads To: None

TBA


DIVINE TACTICS

Derived From: Immortality
Requires: Military Science
Leads To: REPEATABLE

TBA


Spoiler Tier 11 :

Automation

Derived From: Steam Power
Leads To: Master of Technology

TBA


Railroad

Derived From: Steam Power
Requires: Infrastructure
Leads To: None

TBA


Steam Warfare

Derived From: Steam Power
Requires: Explosives, Grand War
Leads To: None

TBA


Metal Ships

Derived From: Advanced Shipbuilding
Requires: Grand War, Heavy Industry
Leads To: None

TBA


Brave New Worlds

Derived From: Dimensional Mapping
Leads To: FUTURE TECH

TBA


MAGICAL TACTICS

Derived From: Magical Defenses
Leads To: REPEATABLE

TBA


Crystal Resonation

Derived From: Crystal Tuning
Requires: Temporal Manaphysics
Leads To: None

TBA


Spontaneous Mana

Derived From: Crystal Tuning
Leads To: Master of Magic

TBA


Airships

Derived From: Crystal Tuning
Requires: Advanced Shipbuilding, Grand War
Leads To: None

TBA


Spoiler Tier 12 :

Master of Technology

Derived From: Automation
Requires: Matchlock, Railroad, Steam Warfare
Leads To: None

TBA


FUTURE TECH

Derived From: Brave New Worlds
Requires: Master of Magic or Master of Technology
Leads To: REPEATABLE

TBA


Master of Magic

Derived From: Spontaneous Mana
Requires: Airships, Crystal Resonation, Magical Defenses
Leads To: None

TBA
 
Traits, Resources and Improvements

Under construction

Spoiler Traits :

Aggressive

+25% great general emergence
Free promotion (Combat I) for Recon Units, Archery Units, Mounted Units, Melee Units, Magical Units, Animal Units, Beast Units
Double production speed of Barracks, Seige Workshop, Stable, Bowyers
Leaders: Alzara, Selinydis


Charismatic

+1 happiness per city
-25% XP needed for unit promotions
Leaders: Alzara, Jessile (when good), Shaelana


Creative

+2 culture per city
Double production speed of Circus, Carnival, Theatre
Leaders: Ajexia, Astelle, Alzara, Shaelana


Defender

Free promotion (Homeland) for Recon Units, Mounted Units, Archery Units, Melee Units, Divine Units
Free promotion (City Defender I) for Archery Units, Magical Units
Double production speed of Walls, High Walls, Castle, Magical Shielding
Leaders: Selinydis, Xarus


Destroyer

Automatically razes conquered cities not founded by the conquering civ
Units receive +1XP from combat
Leaders: Alzara


Dominant

Free promotion (Command I) for Melee Units, Magical Units
Leaders: Astelle


Financial

+1 currency on plots with 2 or more currency
Double production speed of Jeweller, Bazaar, Market
Leaders: Jessile, Karima, Yarvi


Foolish

-25% science
Leaders: Astelle


Fractured Mind

Leader randomly switches between good and evil alignments
Change in alignment results in a change to another trait
Leaders: Jessile


Industrious

+50% wonder production
Double production speed of Forge, Factory
Leaders: Karima, Xarus


Merchant

+30% food from trade routes
+15% gold
+50 starting gold
Leaders: Ajexia, Selinydis, Yarvi


Organised

-50% civic upkeep
Allows Command Post
Double production speed of Lighthouse, Housing, Courthouse
Leaders: Xarus


Overlord of the Pit

+1 unhappiness per city
No Anarchy
Free promotion (Daemonic Servant) for Recon Units, Archery Units, Mounted Units, Melee Units, Magical Units, Animal Units, Beast Units
Double production speed of Infernal Den of Vice, Sacrificial Altar, Infernal Ziggurat, Great Ziggurat, Chamber of Anguish, Daemon Pit
Leaders: Alzara


Raiders

Free promotion (Raiders) for Recon Units, Archery Units, Mounted Units, Melee Units, Magical Units, Divine Units
+200% gold from pillaging
Leaders: NONE


Spiritual

No Anarchy
Free promotion (Mobility I) for Divine Units
Double production speed of Monastery, Temple, Cathedral
Leaders: Karima


Trader

+50% food from trade routes
+50% production from trade routes
+50 starting gold
Leaders: Ajexia, Astelle, Jessile, Yarvi


Treacherous

+10% espionage in all cities
War declaration does not remove recon units from enemy terrain
Leaders: Astelle, Alzara, Jessile (when evil), Shaelana


Spoiler Resources :

Alendus (Luxury)
Avuulin (Health)
Brazain (Livestock)
Coal (Strategic)
Copper (Strategic)
Copuls (Sea Health)
Dye (Luxury)
Eels (Sea Health)
Fine Feathers (Luxury)
Fish (Sea Health)
Fraeyalillies (Luxury)
Gems (Luxury)
Gold (Luxury)
Incense (Luxury)
Iron (Strategic)
Japulae (Health)
Kacilla (Luxury)
Kalkus Fruit (Health)
Kenji (Luxury)
Kratan (Health + Luxury)
Lavulo (Luxury)
Lilmwae Crystal (Sea Luxury)
Lumanins (Sea Health)
Maelo (Crop)
Magladors (Sea Luxury)
Malumi (Health)
Marble (Luxury)
Maussberries (Luxury)
Mayasa (Luxury)
Mulgorf (Livestock)
Mutibi Flies (Luxury)
Naabi (Health)
Niv'ae (Strategic)
Obsidian (Luxury)
Primordial Eggs (Strategic)
Rizii (Luxury)
Shashana (Luxury)
Shibbil (Livestock)
Silk (Luxury)
Silver (Luxury)
Slui (Crop)
Spices (Luxury)
Sporral (Crop)
Starmetal (Strategic)
Striders (Health + Strategic)
Sugarcups (Luxury)
Sulphur (Strategic)
Tropical Fruit (Health)
Tuvaur (Luxury + Strategic)
Wezsqui (Livestock)
Wifyli (Sea Luxury)
Wyawk Young (Strategic)
Yumba (Crop)


Spoiler Improvements :

 
Units

Under construction

Spoiler Units :

Spoiler Utility Units :

Workers

Requires: None
Strength: 0
Movement: 2
Can build improvements


Fishing Boats

Requires: None
Strength: 0
Movement: 2
Can build water improvements


Settlers

Requires: Colonisation
Strength: 0
Movement: 2
Can found new cities


Gypsy Caravan

Requires: Nomadism
National Unit: 3 allowed
Strength: 0
Movement: 2
Can conduct trade missions (for modest gold)
Entertain (Ability): +1 happiness in city
Steal (Ability): -2 gold in city


Spoiler Melee Units :

Spearmen

Requires: None
Strength: 2
Movement: 1
+100% v Mounted Units
-10% cost with Obsidian, Copper, Iron, Starmetal

Axemen

Requires: Military Training
Strength: 2
Movement: 1
+100% v Melee Units
-10% cost with Obsidian, Copper, Iron, Starmetal


Light Swordsmen

Requires: Warfare
Requires: Copper, Iron or Starmetal
Strength: 3
Movement: 1
+25% city attack
-10% cost with Iron, Starmetal


Light Pikemen

Requires: Strategy
Requires: Copper, Iron or Starmetal
Strength: 3
Movement: 1
+75% v Mounted Units
-10% cost with Iron, Starmetal


Heavy Axemen

Requires: Strategy
Requires: Copper, Iron or Starmetal
Strength: 3
Movement: 1
+75% v Melee Units
-10% cost with Iron, Starmetal


Royal Guards
Requires: Aesthetics, Monarchy Civic
Requires: Copper, Iron or Starmetal
Strength: 3/4
Movement: 2
+25% city defense
Starts with Guardsmen, Loyal
-10% cost with Iron, Starmetal


Spoiler Archery Units :

Archers

Requires: None
Strength: 1/2
Movement: 1
Ranged Attack: Range 1, Strength 1, Cannot reduce health below 80%
1 First Strike
+50% city defense
+25% hills defense
-10% cost with Obsidian, Copper, Iron, Starmetal


Longbowmen

Requires: Strategy, Light Industry
Strength: 2/4
Movement: 1
Ranged Attack: Range 1, Strength 2, Cannot reduce health below 70%
1 First Strike
+25% city defense
+25% hills defense
-10% cost with Obsidian, Copper, Iron, Starmetal


Spoiler Mounted Units :

Chariots

Requires: Animal Husbandry, Niv'ae
Strength: 3/2
Movement: 2
10% withdrawel chance
-10% forest attack
-10% hills attack


Strider Warriors

Requires: Riding, Striders
Strength: 3
Movement: 3
No penalty for attacking across rivers
Ignores movement penalties from desert and swamp
30% withdrawel chance
Immune to first strikes
Doesn't receive defensive bonuses


Niv'ae Riders

Requires: Riding, Niv'ae
Strength: 3
Movement: 3
+25% v Melee Units
+25% v Seige Units
-25% city attack
25% withdrawel chance
Immune to first strikes
Doesn't receive defensive bonuses


Tuvaur Riders

Requires: Riding, Tuvaur
Strength: 3
Movement: 2
+50% v Melee Units
+25% v Mounted Units
Doesn't receive defensive bonuses


Assault Tuvaur

Requires: Riding, Construction, Warfare, Tuvaur
Strength: 4
Movement: 2
+50% v Melee Units
+50% v Mounted Units
+25% city attack
Doesn't receive defensive bonuses


Mounted Infantry

Requires: Breeding Technique, Niv'ae
Requires: Copper, Iron or Starmetal
Strength: 3
Movement: 3
+25% v Archery Units
+25% hills defense
10% withdrawel chance
-10% cost with Iron, Starmetal


Strider Archers

Requires: Stirrup, Striders
Strength: 4
Movement: 3
No penalty for attacking across rivers
Ignores movement penalties from desert and swamp
35% withdrawel chance
Immune to first strikes
Doesn't receive defensive bonuses


Niv'ae Archers

Requires: Stirrup, Niv'ae
Strength: 4
Movement: 3
+25% v Melee Units
+25% v Seige Units
-25% city attack
30% withdrawel chance
Immune to first strikes
Doesn't receive defensive bonuses


Light Cavelry

Requires: Stirrup, Warfare, Niv'ae
Strength: 4
Movement: 3
+25% v Melee Units
+25% v Mounted Units
+25% v Seige Units
-25% city attack
20% withdrawel chance
Immune to first strikes
Doesn't receive defensive bonuses


Spoiler Recon Units :

Scouts

Requires: Exploration
Strength: 1
Movement: 2
+100% v Animal Units
Better results from tribal villages
Can enter rival territory
Cannot attack


Slavers

Requires: Slavery, Slavery Civic
National Unit: 4 allowed
Strength: 2
Movement: 2
+50% v Recon Units
20% withdrawel chance
25% chance of generating slave from combat


Rangers

Requires: Tracking
Strength: 3
Movement: 2
+50% v Animal Units
+25% forest defense
+25% jungle defense
Better results from tribal villages
Can enter rival territory


Spoiler Naval Units :

Galleys

Requires: Sailing
Strength: 3
Movement: 2
Cargo Capacity: 2


Triremes

Requires: Seafaring
Strength: 6
Movement: 2


Spoiler Seige Units :

Catapults

Requires: Warfare
Strength: 3
Movement: 1
Can cause a maximum of 75% damage on attack
Causes collateral damage (Max 50%)
Immume to collateral damage from seige units
Can bombard city defenses (-8% per turn)


Spoiler Magical Units :

Sorcerer

Requires: Sorcery
National Unit: 4 allowed
Strength: 2
Movement: 1
Ranged Attack: Range 1, Strength 2, Cannot reduce health below 50%
Causes Collateral Damage
30% miscast chance
Starts with Sorcery promotion (Cannot be purchased from experience; Prerequisite to many other promotions)
Starts with Untried promotion (-1 ranged combat; +20% miscast chance; Removed after combat)
Age ??: Auto-acquires Arcane Potency I (+1 Strength; +1 ranged combat; +25% collateral damage; -10% miscast chance)
Age ??: Auto-acquires Arcane Potency II (+1 Strength; +1 ranged combat; +25% collateral damage; -5% miscast chance)
Age ??: Auto-acquires Arcane Potency III (+1 Strength; +1 ranged combat; +25% collateral damage; -5% miscast chance)
Age ??: Auto-acquires Arcane Potency IV (+1 Strength; +1 ranged combat; +1 range; +25% collateral damage; -5% miscast chance)
Age ??: Auto-acquires Arcane Potency V (+2 Strength; +2 ranged combat; +1 range; +50% collateral damage; -3% miscast chance)


Spoiler Divine Units :


 
Buildings

Under construction

Spoiler Buildings :

Spoiler Tier 1 :

Lighthouse

Requires: Sailing
+1 food from water tiles
+2 visibility range across water tiles
-25% cost with Seafaring Civic
Double production speed with Organised Trait


Barracks

Requires: Military Training
New Melee Units receive +2XP
New Archery Units receive +1XP
New Recon Units receive +1XP
-25% cost with Dictatorship Civic
+1 happiness with Monarchy Civic
Double production speed with Aggressive Trait


Granery

Requires: Crafting
Stores 30% of food after growth
+1 health from Maelo, Slui, Sporral, Yumba
+1 health from Compassion Civic
-25% cost with Survival Civic
-25% cost with Agrarian Civic


Weaver

Requires: Crafting
+1 happiness from Silk
+5% commerce from Fine Feathers, Silk
-25% cost with Decadence Civic


Local Brewery

Requires: Agricultural Technique, Crafting, Fresh Water
Requires: Maelo, Slui, Sporral, Yumba or Sugarcups
+1 happiness
-25% cost with Agrarian Civic


Graveyard

Requires: Ceremonial Buriel
+1 health
+1 happiness with Ancestor Worship Civic
+1 unhappiness with Black Arts Civic
Randomly spawns Undead Units based on the presence of other buildings (Requires Black Arts Civic): TBA
-25% cost with Survival Civic


Mausoleum

Requires: Ceremonial Buriel
+2 culture
+1 happiness with Ancestor Worship Civic
-50% cost with Remembrance Civic
Can turn 1 citizen into a Bard


Infernal Den of Vice

Requires: Daemonic Worship, Scarthia
+1 unhappiness
+1 happiness with Sacrifice Cult Civic
+4 science
Double production speed with Obsidian
Double production speed with Overlord of the Pit Trait


Spoiler Tier 2 :

Fishing Village

Requires: Fishing Technique
+5% currency from Lilmwae Crystal, Magladors, Wifyli
+1 health from Copuls, Eels, Fish, Lumanins
-25% cost with Survival Civic
-25% cost with Seafaring Civic


Recruitment Centre

Requires: Conscription
+5% defensive bonus
+10% military production
+5% military production with Striders
+5% military production with Niv'ae
+5% military production with Primordial Eggs
-25% cost with Dictatorship Civic
-25% cost with Military State Civic


Dungeon

Requires: Conscription, Crafting
+2 espionage
+1 unhappiness
-25% war wieriness
-25% cost with Dictatorship Civic
-25% cost with Intrigue Civic


Shafts

Requires: Mining
+10% production
Can work peak tiles
Can turn 1 citizen into an Engineer


Walls

Requires: Masonry
+1 culture
+20 defensive bonus
-20% damage to defenses from bombardment
-25% cost with City States Civic


Butchery

Requires: Animal Husbandry
Stores 30% of food after growth
+1 health from Brazain, Mulgorf, Shibbil, Wezsqui
-25% cost with Survival Civic


Tannery

Requires: Animal Husbandry, Butchery
Requires: Brazain, Kratan, Mulgorf or Wezsqui
+1 unhealthiness
+15% military production
Miltiary units that enter the city receive the Leather Armour promotion


Gardens

Requires: Colonisation
+3 food
+1 happiness with Naturism Civic
-25% cost with Agrarian Civic


Circus

Requires: Nomadism
+1 happiness
+1 happiness with Nomadism Civic
+1 culture
Double production speed with Creative Trait


School of Scribes

Requires: Writing
+15% science
+1 happiness with Knowledge Civic
Can turn 1 citizen into a Sage
-25% cost with Scholarly Civic


Monastery

Requires: Faith
+1 culture
+2 science
+1 happiness from Mausberries
Can turn 1 citizen into a Priest
-25% cost with Prophets Civic
Double production speed with Spiritual Trait


Spoiler Tier 3 :

Arena

Requires: Slavery
+1 culture
+1 happiness
+1 happiness from Slavery Civic
Allows Arena Battle


Seige Workshop

Requires: Warfare
+10% military unit production
New seige units receive +3XP
New melee units receive +1XP
New archery units receivce +1XP
-25% cost with Conquest Civic
Double production speed with Aggressive Trait


Forge

Requires: Metal Casting
+25% production
+1 unhealthiness
Can turn 1 citizen into an Engineer
Double production speed with Industrious Trait


Jeweller

Requires: Metal Casting, 2 Forges
+10% gold
+25% trade route yield
+1 happiness from Gems, Gold, Lilmwae Crystal, Silver
+1 happiness from Greed Civic
-25% cost with Patrician Civic
-25% cost with Decadence Civic
Double production speed with Financial Trait


Monument

Requires: Sculpture
+3 culture
+1 happiness
+1 happiness with Theocracy Civic
+10% maintenance
-25% cost with Prophets Civic
Can turn 1 citizen into a Priest


Sculptor's Studio

Requires: Sculpture
+5% currency with Obsidian, Marble
+5% production with Obsidian, Marble
+1 happiness from Obsidian, Marble
Can turn 1 citizen into an Engineer


Housing

Requires: Construction
+1 health
+5% production
+5% culture
+10% great person birth rate
+5% maintenance


Tavern

Requires: Construction, Trade
+1 trade route
+1 happiness from Alendus, Mausberries, Rizii
+5% gold from Mausberries
Can turn 1 citizen into a merchant


Stable

Requires: Riding
New mounted units receive +2XP
+1 happiness from Niv'ae, Striders
-25% cost with Nomadic Civic
Double production speed with Aggressive Trait


Bazaar

Requires: Trade
+15% gold
+1 happiness from Fraeyalillies, Mayasa, Silk, Spices, Wifyli
+1 happiness from Greed Civic
Can turn 1 citizen into a merchant
-25% cost with Barter Civic
-25% cost with Patrician Civic
Double production speed with Financial Trait


Slave Market

Requires: Trade, Slavery Civic
+1 gold
+15% production
+1 unhappiness
+1 unhappiness with Compassion Civic
+2 unhappiness with Liberal Civic
Can buy slaves
-25% cost with Barter Civic
Double production speed with Slavers Civilisation Trait


Carnival

Requires: Festivals, Circus
+20% culture
+1 happiness
+1 happiness from Fraeyalillies, Kenji, Mausberries
+1 happiness with Decadence Civic
Can turn 1 citizen into a bard
Double production speed with Creative Trait


Civilisation's Festival

Requires: Festivals, Carnival
See each civ for specific details


School of Sorcery

Requires: Arcane Technique
+1 culture
+2 science
+1 happiness with Magocracy Civic
New Magical Units receive +3XP
-25% cost with Knowledge Civic
-25% cost with Scholarly Civic


Library

Requires: Literature
+1 culture
+25% science
+1 happiness from Knowledge Civic
Can turn 1 citizen into a sage
-25% cost with Scholarly Civic


Gambling House

Requires: Mathematics
+3 gold
+1 happiness with Greed Civic
+1 happiness per 10% gold rate
-25% cost with Patrician Civic


Sacrificial Altar

Requires: Sacrifice, Non-good
+1 culture
+4 science
+1 unhappiness
Can turn 1 citizen into a Priest
Allows Sacrifice Unit
Double production speed with Overlord of the Pit Trait
-25% cost with Sacrifice Cult Civic


Spoiler Tier 4 :

Harbour

Requires: Seafaring, Fishing Village
+25% trade route yield
+5% food from Clam, Crab, Fish, Shrimp
+5% currency from Lilmwae Crystal, Magladors, Wifyli
-25% cost with Seafaring Civic


Shipyard

Requires: Seafaring, Construction
+1 unhealthiness
+50% production speed of Naval Units
-25% cost with Seafaring Civic


Bowyers

Requires: Strategy, Light Industry
+25 production speed of Archery Units
New Archery Units receive +3XP
New Seige Units recieve +1XP
Double production speed with Aggressive Trait


Civilisation's Art

Requires: Aesthetics
See each civ for specific details


Stained Glass Windows

Requires: Aesthetics, Glass Blowing
+2 culture
+20% culture
+10% maintenance


Manor

Requires: Architecture
+2 culture
+2 production
+1 happiness per 25% culture rate
+10% maintenance
-25% cost with Aristocracy Civic


Civilisation's Architecture

Requires: Architecture
See each civ for specific details


Armourer

Requires: Light Industry
Requires: Copper, Iron or Starmetal
+1 unhealthiness
+20% military unit production
New units receive the Reinforced Armour promotion
Can turn 1 citizen into an Engineer


Hunting Lodge

Requires: Tracking
+1 health from Avuulin, Kratan, Striders
+1 happiness from Kratan
New recon units receive +3XP


Hippodrome

Requires: Stirrup, Construction
Requires: Striders or Niv'ae
+1 culture
+1 happiness per 20% culture rate
New mounted units receive +2XP


Irrigation Canals

Requires: City Planning
+1 food from river tiles
-25% cost with Agrarian Civic


City Districts

Requires: City Planning, Graveyard, Housing, Tavern, Harbour, Walls, Forge, Bazaar
Requires: Size 14
+3 food
+2 culture
+10% food, production, gold
+10% city defense
+15% maintenance
-25% cost with Public Works Civic


Paved Roads

Requires: Infrastructure
+1 trade route
+25% trade route yield
+10% maintenance
-25% cost with Public Works Civic


Grand Bridge

Requires: Infrastructure, Architecture, River
+3 culture
+2 production
+10% maintenance
Can turn 1 citizen into an Engineer
-25% cost with Public Works Civic


Theatre

Requires: Drama
+3 culture
+1 happiness per 10% culture rate
+1 happiness with Dye, Fine Feathers, Fraeyalillies
+1 happiness with Liberal Civic
Can turn 1 citizen into a Bard


Market

Requires: Currency
+20% gold
+1 happiness with Fine Feathers, Fraeyalillies, Kacilla, Lavulo, Magladors, Silk, Tuvaur
+1 happiness with Greed Civic
Can turn 1 citizen into a Merchant
-25% cost with Patrician Civic
Double production speed with Financial Trait


Brothel

Requires: Currency
+1 happiness
+25% espionage
+1 happiness with Fraeyalillies
+1 happiness with Decadence Civic
+1 unhappiness with Purity Civic



Spoiler National Wonders :

National Brewery

Requires: Agricultural Technique, Crafting, Fresh Water, Local Brewery
Produces 3 unique civ alchohol resources (see each civ for specific details)


National Epic

Requires: Literature, Library
+4 culture
+100% great person birth rate
+1 happiness with Ancestor Worship civic
+1 GPP towards a Great Bard


Gambling Ring

Requires: Mathematics, 5 Gambling Houses
+40% gold
+10% gold in all cities
+1 happiness from Greed Civic
+1 GPP towards a Great Merchant


National Courier System

Requires: Infrastructure, Riding
+4 culture
+1 sight in all cities
+10% defense in all cities
+10% great general emergence
-25% anarchy length
+1 GPP towards a Great Commander


Civilisation's National Theatrics

Requires: Drama, Theatre
+6 culture
Produces 3 unique civ theatric resources (see each civ for specific details)
+2 GPP towards a Great Bard


Tower of Evokation

Requires: Battle Magic
+50% city defense
New Magical units receive +2XP


Tower of Elements

Requires: Elementalism
Units present in city receive +25% resistance to each element
New Magical units receive +2XP


Tower of Necromancy

Requires: Necromancy
+1 unhappiness
+25% production
Undead units present in the city receive the Strong promotion
New Magical units receive +2XP
Small chance of converting plots in the city radius to Colourless


Spoiler Wonders :

Mausoleum of Aurelle

Requires: Ceremonial Buriel, 3 Mausoleums, Non-evil
+6 culture
+2 happiness
+1 happiness in all cities
Units built in the city receive the Daemon Slaying promotion
+2 GPP towards a Great Bard


Glistening Caverns

Requires: Mining
+4 culture
+50% gold
Provides 3 gems
+1 happiness with Greed Civic
+3 GPP towards a Great Merchant


Jafaal's Visage

Requires: Masonry
+10 culture
+1 happiness
+50% golden age length
+2 GPP towards a Great Engineer


Twin Oracles

Requires: Masonry, Faith
+6 culture
+2 happiness with Prophets Civic
Grants a free technology
+2 GPP towards a Great Sage
Double production speed with Marble


Alluwan Pyramids

Requires: Calender, Masonry
+8 culture
+1 happiness in all cities on this continent
Begins a golden age
+2 GPP towards a Great Prophet


Dabaelia's Garden

Requires: Colonisation, 3 Gardens, Gardens in city
+8 culture
+1 happiness
+1 health
+1 health in all cities on this continent
+1 happiness from Naturism Civic
+2 GPP towards a great bard


Ralius' School of Herbalism

Requires: Writing, 4 School of Scribes
+4 culture
+50% science
+1 health in all cities
+1 happiness from Knowledge Civic
Can turn 2 citizens into Sages
+2 GPP towards a Great Sage


The Sanctuary

Requires: Faith, Monastery
+6 culture
+2 health
+50% trade route yield
+1 happiness from Incense
+1 happiness from Prophets Civic
1 free Priest
+2 GPP towards a Great Prophet


The Pit

Requires: Slavery, Construction, 4 Arenas
+6 culture
+3 happiness with Slavery Civic
+2 unhappiness with Compassion Civic
+1 happiness from Niv'ae, Tuvaur
New land units receive 4XP
+3 GPP towards a Great Commander


Form of the Empress

Requires: Metal Casting
+8 culture
+100% great general emergence within cultural borders
+1 happiness with Conquest Civic
+1 happiness with Monarchy Civic
-25% war wieriness
+2GPP towards a Great Commander
Double production speed with Copper


Faces of the Gods

Requires: Sculpture
+10 culture
+2 culture from Priests
Can turn 2 citizens into Priests
+2GPP towards a Great Prophet


Palace of Eternity

Requires: Construction, Palace
+12 culture
+20% maintenance
No unhappiness in city
+3 GPP towards a great engineer
Double production speed with marble


Carnival of Wonder

Requires: Festivals, Carnival, 6 Carnivals
+10 culture
+2 happiness
+1 happiness from Decadence
+25% culture
2 free bards
+3 GPP towards a great bard
Randomly grants the mutated, crazed and enraged promotions to units built in this city


The Mahaza Spire

Requires: Arcane Technique, School of Sorcery
+4 culture
+4 science
New Arcane Units receive +4XP
+2 happiness with Knowledge Civic
+2 GPP towards a Great Sage
Allows Old World Sorcery promotion


Archives of Time

Requires: Literature, 4 Libraries
+8 culture
+1 happiness with Knowledge Civic
2 free sages
+3GPP towards a great sage
Double production speed with marble


Mally's Cove

Requires: Seafaring, Harbour
+4 culture
+3 trade routes
New Naval Units receive +4XP
+2 GPP towards a great Merchant


The Imperial Palace

Requires: Aesthetics, Construction, Palace
+8 culture
+1 happiness
+2 happiness from Monarchy Civic
+50% military unit production
New land units receive +2XP
+2 GPP towards a Great Commander
Double production speed with marble


Statue of Fertility

Requires: Aesthetics
Stores 30% of food after growth
+3 health
+1 population in all cities
+3 GPP towards a Great Bard


Spire of the Heavens

Requires: Architecture, 4 Manors
+10 culture
+1 happiness from Aristocracy Civic
Reduces maintenance cost in nearby cities
+3 GPP towards a Great Engineer


Maze of Eternal Slums

Requires: City Planning, City Districts
City can work third ring
+1 unhealthiness
+4 culture
+25% city defense
+10% production, gold
+2 GPP towards a Great Merchant


Tomb of Almah

Requires: Necromancy
+8 culture
+1 happiness from Ancestor Worship Civic
+25% city defense
Randomly spawns Tomb Guardian units
Can turn 2 citizens into Priests
+2 GPP towards a Great Prophet

Makhala's Circle

Requires: Philosophy
+10 culture
+1 health
+1 happiness per 20% science rate
+1 happiness per 10% culture rate
Can turn 1 citizen into a Sage
Can turn 1 citizen into a Bard
+2 GPP towards a Great Prophet


Den of Pleasure

Requires: Currency, 4 Brothels
+10 culture
+4 espionage
+1 happiness
+1 unhealthiness
+1 happiness from Fraeyalillies
+1 happiness with Decadence Civic
+2 unhappiness with Purity Civic
+3 GPP towards a Great Bard
Double production speed with obsidian


The Great Obelisk
+6 culture
+1 happiness with Prophets Civic
+2 gold from state religion buildings
+2 GPP towards a Great Prophet
Double production speed with Marble
 
Civics

Under construction

Spoiler Government :

City States

Requires: None
Low Upkeep
+25% culture in all cities
-25% cost of Walls, High Walls
-25% maintenance cost from distance to palace
+50% maintenance cost from number of cities


Dictatorship

Requires: Conscription
High Upkeep
Can draft X units per turn
Provides free military units
+15% military unit production
-25% war wieriness
-15% science in all cities
-45% culture in all cities
+25% maintenance cost from distance to palace
+25% maintenance cost from number of cities
-25% cost of Barracks, Recruitment Centre, Dungeon


Monarchy

Requires: Aesthetics
Medium Upkeep
Unlimited Nobles
+1 happiness from Palace
+1 happiness from Barracks
+1 happiness from Form of the Empress
+2 happiness from The Imperial Palace
+10% culture in all cities
+50% gold and production in capital
+25% maintenance cost from distance to palace
Allows Royal Guards Unit


Spoiler Society :

Tribal

Requires: None
No Upkeep
+10% food in capital
+1 food from Camp
+20% military production
-10% war wieriness
+25% maintenance cost from number of cities


Agrarian

Requires: Agrarian
Medium Upkeep
+1 food from farm
+1 currency from plantation
-15% production in all cities
-10% military unit production
-25% cost of Granery, Local Brewery, Gardens, Irrigation Canals


Nomadic

Requires: Nomadism
Low Upkeep
+1 trade route in all cities
-65% maintenance cost from distance to palace
-25% maintenance cost from number of cities
+1 happiness from Circus
-15% food in all cities
-15% science in all cities
-15% currency in all cities
-25% cost of Stable


Patrician

Requires: Mathematics
High Upkeep
Unlimited Merchant
+25% gold in capital
+1 gold from specialists
-25% cost of Jeweller, Bazaar, Gambling House, Market


Seafaring

Requires: Seafaring
Medium Upkeep
+1 food from fishing boats
+1 trade route in all coastal cities
+2 happiness from Mally's Cove
-25% cost of Lighthouse, Fishing Village, Harbour, Shipyard


Military State

Requires: Strategy
High Upkeep
Military units are built with food
+1 happiness per military unit stationed in a city
+1 military unit support costs
+10% military unit production
-10% war wieriness in all cities
-25% cost of Recruitment Centre


Spoiler Culture :

Primitive

Requires: None
No Upkeep
Provides free military units
+10% military unit production
-10% war wieriness
-25% culture in all cities


Scholarly

Requires: Literature
Medium Upkeep
Unlimited Sage
+20% science in all cities
+25% war wieriness in all cities
-25% cost of School of Scribes, School of Sorcery, Library, Alchemy Lab


Decadence

Requires: Drama
High Upkeep
+1 happiness in 10 largest cities
+1 happiness from Jeweller
+1 happiness from Carnival
+1 happiness from Brothel
+1 happiness from Carnival of Wonder
+1 happiness from Den of Pleasure
+1 unhealthiness in all cities
+25% culture in all cities
-25% cost of Weaver, Jeweller


Compassion

Requires: Philosophy, Non-evil
High Upkeep
+1 happiness in all cities
+2 health in all cities
+1 happiness from Colossus of Freedom
+1 health from Granery
+1 unhappiness from Slave Market
+2 unhappiness from The Pit
+25% great person birth rate
-25% gold in all cities
-25% cost of Healers, Infirmary


Greed

Requires: Currency
Low Upkeep
+1 gold from Merchants
+2 unhappiness in 10 largest cities
+1 happiness from Jeweller
+1 happiness from Bazaar
+1 happiness from Gambling House
+1 happiness from Market
+1 happiness from Gambling Ring
+1 happiness from Glistening Caverns
+25% gold in all cities


Spoiler Labour :

Survival

Requires: None
No Upkeep
+10% military production
-25% war wieriness
-25% cost of Granery, Graveyard, Fishing Village, Butchery


Slavery

Requires: Slavery, Non-good
Low Upkeep
+15% production in all cities
+2 unhealthiness in all cities
+1 unhappiness in 10 largest cities
+1 happiness from Arena
+3 happiness from The Pit
+1 production from Quarry
+1 currency from Plantation
Allows Slave Market
Allows Slaver
Allows Master Slaver
Units gain a 25% chance of generating a slave from combat


Public Works

Requires: City Planning
High Upkeep
+1 health in all cities
Workers build improvments 20% faster
+1 health from Aqueduct
+1 health from Bath House
-25% cost of City Districts, Paved Roads, Grand Bridge, Sewer System


Spoiler Economy :

Barter

Requires: None
Low Upkeep
+35% food yield from trade routes
+35% production yield from trade routes
-50% commerce yield from trade routes
-25% cost of Bazaar, Slave Market


Spoiler Religion :

Remembrance

Requires: None
No Upkeep
+1 happiness in all cities
-50% cost of Mausoleum
No state religion


Sacrifice Cult

Requires: Sacrifice, Non-good
Low Upkeep
Provides free military units
+10% science in all cities
+15% military unit production in cities with state religion
-10% war wieriness
+2 science from Priests
+1 happiness from Infernal Den of Vice
+1 happiness from Daemon Altar
+1 unhealthiness in all cities
+1 unhappiness in all cities
-25% culture in all cities
-50% birth rate in all cities
-25% cost of Sacrificial Altar
Can sacrifice population to rush production


Prophets

Requires: Philosophy
Medium Upkeep
+30% great person birth rate in cities with state religion
+2 happiness from Twin Oracles
+1 happiness from The Sanctuary
+1 happiness from The Great Obelisk
+1 happiness from Time Reader
-25% cost of Monastery, Monument


Spoiler Magic :

Naturism

Requires: None
No Upkeep
+1 food from Foresters
+1 commerce from Foresters
+1 health in all cities
+1 happiness from Gardens
+1 happiness from Sorcerer's Gardens
+1 happiness from Grove
+1 happiness from Dabaelia's Garden
Increases the spread of forests within cultural borders
Slowly removes any colourless land within cultural borders


Knowledge

Requires: Arcane Technique
High Upkeep
+1 happiness from School of Scribes
+1 happiness from Library
+1 happiness from Ralius' School of Herbalism
+1 happiness from Archives of Time
+2 happiness from The Mahaza Spire
New Magical units receive +3XP
-25% cost of School of Sorcery, Sorcerer's Gardens, Alchemy Lab


Black Arts

Requires: Necromancy, Lost Ones State Religion
Low Upkeep
+1 unhappiness in all cities
+1 unhealthiness in all cities
+15% production in all cities
+1 unhappiness from Graveyard
Graveyard has a chance of spawning Undead Units based on other buildings present (TBA)
Living units that die in cities are automatically resurrected as Zombies
Land within cultural borders slowly converts to Colourless


Ancestor Worship

Requires: Necromancy, Amunai State Religion
Medium Upkeep
+1 happiness from Graveyard
+1 happiness from Mausoleum
+1 happiness from National Epic
+1 happiness from Tomb of Almah
+25% great person birth rate in cities with state religion
Small chance of spawning Ancestor Guardians each time a city is attacked by enemies (TBA)
 
Religions

Done Lost Ones too... only Noldai left (plus religious units in general) :)

Spoiler Religions :

amunai.jpg

Spoiler Amunai :

Amunai is a religion that focusses on ancestor worship, specifically those ancestors of Naeralith's inhabitants that pre-date the Daemon Wars.
Benefits of this religion include increased defensive powers and ancestor guardians, as well as "good" forms of necromancy and contact with the dead.

Alignment: Evil civs that adopt this religion will become neutral.
Holy City: +4 culture
Other Cities: +1 culture

Holy Shrine: Lost Catacombs

Can be built by a Great Prophet
+1 culture per city with Amunai present
+25% defensive bonus
Spawns unit Ancient Emperor
Whenever a living unit owned by the controller dies, there is a small chance that they will be resurrected in the city containing the Lost Catacombs. They will possess the "Undead" and "Ancestor" promotions. The ancestor promotion will act as a spirit guide promotion of sorts and also reduce the strength of the unit.
Spreads Amunai


Religious Techs

Ancestral Contact: Requires Faith; First to discover founds Amunai; Can build Ancestor's Tomb, Lamentations of the Fallen (ritual)

Whispers of the Past: Requires Ancestral Contact, Priesthood, Amunai State Religion; Can build Secret Catacombs, Awakening (repeatable ritual); Can train some undead units (TBA)


Religious Buildings

Ancestor's Tomb: Requires Ancestral Contact, Amunai; +10% defensive bonus; +1 culture; +1 science; Spreads Amunai; Can turn 1 citizen into a Priest; Double production speed with Marble

Temple of the Fallen (Temple): Requires Priesthood, Ancestor's Tomb; +1 happiness with Amunai State Religion; +15% defensive bonus; +20% culture; New Amunai Divine Units receive +3XP; Spreads Amunai; Can turn 1 citizen into a Priest; Double production speed with Marble; Double production speed with Spiritual Trait

Ancestral Memorial (Cathedral): Requires Architecture, Priesthood, Amunai, Amunai State Religion; Requires 3 Temple of the Fallen; +1 happiness with Amunai State Religion; +25% defensive bonus; +50% culture; New Amunai Divine Units receive +3XP; Spreads Amunai; Can turn 2 citizens into Priests; Double production speed with Marble; Double production speed with Spiritual Trait

Lamentations of the Fallen (ritual): Requires Ancestral Contact, Amunai State Religion; +50% science; +50% espionage; Units receive the Blessed promotion upon entering the city

Secret Catacombs: Requires Whispers of the Past, Temple of the Fallen, Amunai State Religion; +10% defensive bonus; +10% science; +10% espionage; Randomly spawns undead units (TBA); Double production speed with Marble

Awakening (repeatable ritual): Requires Whispers of the Past, Amunai State Religion; Requires 5 Secret Catacombs; Receive a Spirit General in your capital; Receive a Spirit Legionary in every other city


Religious Units

TBA


arcaya.jpg

Spoiler Arcaya :

Arcaya is the religion of the Fae that deals with the worship of nature and the spirits of the Fae that departed from Naeralith's physical realm.
Benefits of this religion include the aid of plants (forests/jungles), animals and beasts as well as unique ways to preserve and spread forest/jungle.

Note: This religion is automatically spread to every Fae city as they are founded (both Seelie and Unseelie). It will also spread naturally to other civs. In addition, the holy shrine can be founded by either of these factions (and only these factions) and will establish the holy city. The Fae themselves can only adopt the Arcaya religion. Other civs may also adopt it once it has spread to their lands.

Alignment: Adopting Arcaya has no effect on alignment.
Holy City: +4 culture
Other Cities: +1 culture

Holy Shrine: Evergreen Glen
Can be built by a Great Prophet
+1 culture per city with Arcaya present
Spreads Faewoods
Chance of Faewoods upgrading to Eternal Woods within city's radius
Randomly spawns Vine Guardians
Spreads Arcaya


Religious Techs

Call of the Wild: Requires Exploration, Faith; Can build Grove; Discovery provides a free Fae Ambassador (TBA); Allows Woodsman III and Subdue Beast promotions (with Arcaya state religion)

Nature's Song: Requires Call of the Wild, Priesthood, Arcaya State Religion; Can build Great Tree, Animal Preserves; Can train various beast units


Religious Buildings

Grove: Requires Call of the Wild, Arcaya; +1 happiness with Naturism Civic; +2 culture; Spreads Forests; Spreads Arcaya; Can turn 1 citizen into a Priest

Blooming Shrine (Temple): Requires Priesthood, Grove; +1 happiness with Arcaya State Religion; +2 culture; +20% culture; New Arcaya Divine Units receive +3XP; Spreads Forests; Spreads Arcaya; Can turn 1 citizen into a Priest; Double production speed with Spiritual Trait

Sanctuary of Nature (Cathedral): Requires Architecture, Priesthood, Arcaya, Arcaya State Religion; Requires 3 Blooming Shrines; +1 happiness with Arcaya State Religion; +3 culture; +50% culture; New Arcaya Divine Units receive +3XP; Spreads Forests; Spreads Arcaya; Can turn 2 citizens into Priests; Double production speed with Spiritual Trait

Great Tree: Requires Nature's Song, Blooming Shrine, Arcaya State Religion; +3 culture; +20% defensive bonus; Spreads Forests; Spreads Arcaya; Units stationed in city receive Treetop Defense promotion

Animal Preserves: Alternative to animal cages; Remove animal cages; Allow special animal units (TBA)


Religious Units

TBA


dianusi.jpg

Spoiler Diansi :

Diansi is a religion of purity, dedicated to the eradication of all things evil, and the preservation of good and innocence.
Benefits of this religion include increased effectiveness against evil, particularly undead and daemons, as well as the ability to crusade against your enemies.

Alignment: Civs that adopt this religion will become good.
Holy City: +4 culture, +25% military production
Other Cities: +1 culture, +10% military production

Holy Shrine: Bastion of Light

Can be built by a Great Prophet
+1 gold per city with Diansi present
Deals 1% holy damage to evil units that enters the owner's cultural borders, up to a max of 10%
Deals 4% holy damage to undead and Daemons that enter the owner's cultural borders, up to a max of 20% (this is in addition to the damage caused to evil units if applicable)
Undead and Daemons within the Bastion of Light city radius will have the 20% cap increased to 50%


Religious Techs

Purity: Requires Philosophy; First to discover founds Diansi; Can build House of Chastity; Allows Daemon Slaying and Undead Slaying promotions (with Diansi State Religion)

Champions of Valour: Requires Purity, Priesthood, Warfare, Diansi State Religion; Can build Crusader Outpost, Holy Fortress (with Engineering); Allows Crusade Civic; Allows Champion of Valour promotion (with Diansi State Religion)


Religious Buildings

House of Chastity: Requires Purity, Diansi; +1 health; +2 culture; New divine units receive the Divine Virgin promotion; Spreads Diansi; Can turn 1 citizen into a Priest

Temple of Purity (Temple): Requires Priesthood, House of Chastity; +1 happiness with Diansi State Religion; +1 health with Diansi State Religion; +15% military unit production; +20% culture; New Diansi Divine Units receive +3XP; Spreads Diansi; Can turn 1 citizen into a Priest; Double production speed with Spiritual Trait

Cathedral of Light (Cathedral): Requires Architecture, Priesthood, Diansi, Diansi State Religion; Requires 3 Temple of Purity; +1 happiness with Diansi State Religion; +1 health with Diansi State Religion; +25% military unit production; +50% culture; New Diansi Divine Units receive +3XP; Spreads Diansi; Can turn 2 citizens into Priests; Double production speed with Spiritual Trait

Crusader Outpost: Requires Champions of Valour, Temple of Purity, Diansi State Religion, Crusade Civic; +2 culture; +10% military unit production; Randomly spawns Crusader units (TBA)

Holy Fortress: Requires Champions of Valour, Engineering, Castle, Diansi State Religion; +3 culture; +20% defensive bonus; +10% military unit production; Spreads Diansi


Religious Units

TBA


infernalism.jpg

Spoiler Infernalism :

Infernalism is the collective, vile worship of the Lords of the Pit, headed by the Overlord Alzara.
Benefits of this religion include daemonic assistance, various rituals that unlock the secrets of The Pit, as well as the ability to eventually summon Alzara back to Naeralith. These are actually traits of the Scarthian civ, but are tied into infernalism as a whole.

Note: This religion is automatically spreads to Scarthian cities, and the holy city is founded in the first Scarthian city to be built. It will spread naturally to other civs. Scarthia may only adopt this religion, and no other civs may adopt infernalism.

Alignment: This is an evil religion, but can only be adopted by Scarthia.
Holy City: +1 unhappiness, +2 culture, +2 science
Other Cities: +1 unhappiness, +1 culture, +1 science

Infernalism also directly effects the Great Seal Counter. Each city that infernalism spreads to reduces the Great Seal Counter by 1. Removing infernalism from cities consequently increases the Great Seal Counter.

Holy Shrine: Cradle of Bliss

Can be built by a Great Prophet
+3 happiness
+1 science per city with Infernalism present
+1 production per unhappiness in city
-1 to the Great Seal Counter each time a unit in the city dies
Spreads Infernalism


Religious Techs

Daemonic Worship: Requires Scarthia; See Techs Tier 1

Offering of Souls: Requires Scarthia, Daemonic Worship, Priesthood; Can build Chamber of Anguish, Daemon Pit, Break the Seal (repeatable ritual); Can train some Daemonic Units (TBA)


Religious Buildings


Infernal Den of Vice: Requires Scarthia, Daemonic Worship; See Buildings Tier 1

Daemon Altar: Requires Scarthia, Sacrifice; Replaces Sacrificial Altar; See Scarthia Civ

Infernal Ziggurat (Temple): Requires Scarthia, Priesthood, Daemon Altar; See Scarthia Civ

Great Ziggurat (Cathedral): Requires Scarthia, Architecture, Priesthood; Requires 3 Infernal Ziggurats; See Scarthia Civ

Chamber of Anguish: Requires Scarthia, Offering of Souls, Infernal Den of Vice; See Scarthia Civ

Daemon Pit: Requires Scarthia, Offering of Souls, Infernal Ziggurat; See Scarthia Civ

Break the Seal (repeatable ritual): Requires Scarthia, Offering of Souls; See Scarthia Civ


Religious Units

TBA


jynari.jpg

Spoiler Jynari :

Jynari is the worship of the forces of magic in all its colours.
Benefits of this religion include enhanced magical capabilities and better research.

Alignment: Adopting Jynari has no effect on alignment.
Holy City: +2 culture, +4 science
Other Cities: +1 culture, +1 science

Holy Shrine: Prismatic Geyser

Can be built by a Great Prophet or Great Sage
+1 science per city with Jynari present
+50% science with power
New Magical Units receive +4XP
Prevents miscasting for owner's units within cultural borders
Prevents colourless land from spreading within cultural borders
Colourless land within cultural borders immediately reverts to its coloured equivalent
Spreads Jynari


Religious Techs

Mystical Shades: Requires Faith, Arcane Technique; First to discover founds Jynari; Can build Conduit; Allows Gift of Colour and Manaphysical Scholar promotions (with Jynari state religion)

Embrace of Colour: Requires Mystical Shades, Priesthood, Spectrum, Jynari State Religion; Can build Crystal Chamber, Pylon, Empower the Seal (repeatable ritual), The Nexus (Wonder)


Religious Buildings

Conduit: Requires Mystical Shades, Jynari; +15% science; New Magical Units receive +2XP; Spreads Jynari; Can turn 1 citizen into a Sage

Radiant Spire (Temple): Requires Priesthood, Conduit; +1 happiness with Jynari State Religion; +15% science; +20% culture; New Jynari Divine Units receive +3XP; New Magical Units receive +1XP; Spreads Jynari; Can turn 1 citizen into a Priest; Double production speed with starmetal; Double production speed with Spiritual Trait

Citadel of Colour (Cathedral): Requires Architecture, Priesthood, Jynari, Jynari State Religion; Requires 3 Radient Spires; +1 happiness with Jynari State Religion; +30% science; +50% culture; New Jynari Divine Units receive +3XP; New Magical Units receive +2XP; Spreads Jynari; Can turn 2 citizens into Priests; Double production speed with starmetal; Double production speed with Spiritual Trait

Crystal Chamber: Requires Embrace of Colour, Radiant Spire, Jynari State Religion; +20% science; +20% espionage; +30% espionage with power; Can turn 1 citizen into a Sage; Double production speed with starmetal

Pylon: Requires Embrace of Colour, Conduit, Starmetal, Jynari State Religion; +20% science; +10% production; +30% production with power; Magical Units stationed in the city receive the Charged promotion

Empower the Seal (repeatable ritual): Requires Embrace of Colour, Jynari State Religion; +5 to the Great Seal Counter

The Nexus (Wonder): Requires Embrace of Colour, 6 Pylons, Jynari State Religion; Provides clean power to all cities on the same continent; +50% production; +50% defensive bonus; +3 GPP towards a Great Engineer


Religious Units

TBA


kiraa.jpg

Spoiler Kiraa :

The Kiraa religion embodies chaos, luck and prophecy, headed by a pantheon of spiteful and whimsical gods.
Benefits of this religion include increased culture and gold as well as the ability to favourably affect the outcome of many events.

Alignment: Good civs that adopt this religion will become neutral.
Holy City: +6 culture
Other Cities: +2 culture

Holy Shrine: Hall of Faces

Can be built by a Great Prophet or Great Bard
+1 culture per city with Kiraa present
Enables Kiraa-only events for the owner
Grants the Kiraa Blessing promotion to units built in this city
Small chance of granting the crazed promotion to new units
Doubles the length of Anarchy but has a chance of triggering a golden age once order is restored
Spreads Kiraa


Religious Techs

Blessing of Madness: Requires Faith, Festivals; First to discover founds Kiraa; Can build Pool of Prophecy; Allows Psychopath, Multiple Personalities and Paranoia promotions (with Kiraa State Religion)

Embodiment of Chaos: Requires Blessing of Madness, Priesthood, Kiraa State Religion; Can build Spirit Gambler, Fate Weaver; Time Reader


Religious Buildings

Pool of Prophecy: Requires Blessing of Madness, Kiraa; +3 culture; Small chance of granting the crazed promotion to new units; Spreads Kiraa; Can turn 1 citizen into a Priest

Kiraa Shrine (Temple): Requires Priesthood, Pool of Prophecy; +1 happiness with Kiraa State Religion; +3 culture; +20% culture; New Kiraa Divine Units receive +3XP; Small chance of granting the crazed promotion to new units; Spreads Kiraa; Can turn 1 citizen into a Priest; Double production speed with Dye; Double production speed with Spiritual Trait

Cathedral of Fate (Cathedral): Requires Architecture, Priesthood, Kiraa, Kiraa State Religion; Requires 3 Kiraa Shrines; +1 happiness with Kiraa State Religion; +5 culture; +50% culture; New Kiraa Divine Units receive +3XP; Small chance of granting the crazed promotion to new units; Spreads Kiraa; Can turn 2 citizens into Priests; Double production speed with Dye; Double production speed with Spiritual Trait

Spirit Gambler: Requires Embodiment of Chaos, Mathematics, Kiraa State Religion; +3 gold; +2 culture; Small chance of granting the crazed promotion to new units; Units present in the city can Spirit Gamble (TBA)

Fate Weaver: Requires Embodiment of Chaos, Kiraa State Religion; +2 culture; +25% science; Small chance of granting the crazed promotion to new units; Increases the frequency of random events for the civilisation

Time Reader: Requires Embodiment of Chaos, Philosophy, Kiraa State Religion; +1 happiness with Prophets Civic; +2 culture; +4 science; +4 espionage; +25% espionage; Small chance of granting the crazed promotion to new units


Religions Units

TBA


lostones.jpg

Spoiler Lost Ones :

The Lost Ones are the broken shells of four Daemon Lords that were cast from The Pit by their bretheren into a much darker place. Their fury and anguish are rivalled by no other beings.
Benefits of this religion include increased effectiveness against good and nature, better stealth capabilities and the conversion of regular units into horrible undead.

Conversion to this religion will grant the Damned promotion to all living units (TBA)

Alignment: Civs that adopt this religion will become evil.
Holy City: +1 unhealthiness, +4 science, +2 espionage
Other Cities: +1 unhealthiness, +1 science, +1 espionage

Holy Shrine: Labyrinth of the Damned

Can be built by a Great Prophet
+1 espionage per city with Lost Ones present
+1 production from Colourless terrain
Randomly spawns Reapers
Reduces visibility range of enemy units
Spreads Colourless Land
Spreads Lost Ones


Religious Techs

Dark Mysteries: Requires Faith, Necromancy; First to discover founds Lost Ones; Can build Morgue; Allows Necrophile, Sinister and Twisted promotions (with Lost Ones state religion)

Abyssal Contract: Requires Dark Mysteries, Priesthood, Lost Ones State Religion; Can build Charnel Lab, Howling Crypt, Bone Harvest (repeatable ritual), The Pentridge Asylum (Wonder)


Religious Buildings

Morgue: Requires Dark Mysteries, Lost Ones; +1 unhealthiness; +10% production; Spreads Lost Ones; Can turn 1 citizen into a Priest; Can build Zombie and Skeleton Units

Grey Convent (Temple): Requires Priesthood, Morgue; +1 happiness with Lost Ones State Religion; +15% espionage; 10% production; +20% culture; New Lost Ones Divine Units receive +3XP; Spreads Lost Ones; Can turn 1 citizen into a Priest; Spreads Colourless Land; Double production speed with Spiritual Trait

Veiled Necropolis (Cathedral): Requires Architecture, Priesthood, Lost Ones, Lost Ones State Religion; Requires 3 Grey Convents; +1 happiness with Lost Ones State Religion; +30% espionage; +15% production; +50% culture; New Lost Ones Divine Units receive +3XP; Spreads Lost Ones; Can turn 2 citizens into Priests; Spreads Colourless Land; Undead units that die in the city have chance of being resurrected; Double production speed with Spiritual Trait

Charnel Lab: Requires Abyssal Contract, Morgue, Lost Ones State Religion; +1 unhealthiness; +15% production; +10% espionage; Randomly spawns Zombies with the mutated promotion; Living units in the city can use the Trasmogrification ability (TBA)

Howling Crypt: Requires Abyssal Contract, Grey Convent, Lost Ones State Religion; +1 unhealthiness; +20% espionage; 20% production; Undead units that are built in the city produce another unit of the same type

Bone Harvest (repeatable ritual): Requires Abyssal Contract, Lost Ones State Religion; Requires 3 Veiled Necropolis; Receive 1 random corporeal undead in each city per 4 population present in the city; Lose 1 population from each city with a population of 4 or over

The Pentridge Asylum (Wonder): Requires Abyssal Contract, 6 Charnel Labs, Lost Ones State Religion; +1 unhappiness; +2 unhealthiness; +100% espionage; +25% science; +25% production; Randomly spawns Tortured Souls; Can train Crazed Haunts; +2 GPP towards a Great Sage


Religious Units

TBA



noldai.jpg

Spoiler Noldai :

The Noldai religion is concerned with the worship of spirits that exist in every living creature and element.
Benefits of this religion include the ability to shape terrain, manipulate weather, and use the very earth as a weapon.

Alignment: Adopting Noldai has no effect on alignment.
Holy City: +4 culture
Other Cities: +1 culture

Holy Shrine: Circle of Souls

Can be built by a Great Prophet
+1 culture per city with Noldai present
Grants the Blessing of Souls promotion to units in the city
Units that die in the city have a small chance of being resurrected
Non-spirit units that die and aren't resurrected spawn a Mature Soul
Randomly spawns Newborn Souls
Spreads Noldai


Religious Techs

Ethereal Connection: Requires Faith, Sorcery, Animal Husbandry; First to discover founds Noldai; Can build Spirit Stones; Allows Guerrilla III and Spirit Walker promotions (with Noldai state religion)

Gathering of Souls: Requires Ethereal Connection, Priesthood, Noldai State Religion; Can build Whispering Henge, Sky Totem, Dance of Souls (repeatable ritual); Can convert Newborn and Mature Souls into various Spirit units (TBA)


Religious Buildings

Spirit Stones: Requires Ethereal Connection, Noldai; +2 culture; +15% great person birth rate; Spreads Lost Ones; Can turn 1 citizen into a Priest

Council of Elders (Temple): Requires Priesthood, Spirit Stones; +1 happiness with Noldai State Religion; +2 science; +15% great person birth rate; +20% culture; New Noldai Divine Units receive +3XP; Spreads Noldai; Can turn 1 citizen into a Priest; Double production speed with Spiritual Trait

Mountain Sanctuary (Cathedral): Requires Architecture, Priesthood, Noldai, Noldai State Religion; Requires 3 Council of Elders; +1 happiness with Noldai State Religion; +30% great person birth rate; +2 culture; +50% culture; New Noldai Divine Units receive +3XP; Spreads Lost Ones; Can turn 2 citizens into Priests; Double production speed with Spiritual Trait

Whispering Henge: Requires Gathering of Souls, Spirit Stones, Noldai State Religion; +1 health; +15% great person birth rate; +10% science; +10% defensive bonus; Randomly spawns Newborn Souls; Spreads Noldai

Sky Totem: Requires Gathering of Souls, Council of Elders, Noldai State Religion; +1 health; +20% defensive bonus; Automatically strikes attacking enemies with lightning; Increases the frequency of weather events for the civ and provides unique benefits when they are triggered in the city containing the Sky Totem

Dance of Souls (repeatable ritual): Requires Gathering of Souls, Noldai State Religion; Requires 5 Whispering Henges; Receive 1 Newborn Soul per city

Religious Units

TBA


 
When I saw the thread locked a while ago, I thought this was yet another promising project abandoned. Realy glad it wasn't so! Looking forward to info etc. !

Ty for the interest! :)

I actually asked for the old post to be deleted because it was out of date and I was going to create this. Seems deletion is a hard thing to get so they just closed it instead :D
 
UPDATES 12/12/2009

I have added a brief section on the religions (see post 12).

I have a lot to expand on here, but have the basic outline up there for anyone who is interested :)

If you want to contribute any ideas to these religions then please do so. The more flavour ends up in these the better :)

Al
 
What mod are you planning on basing this on? FfH? Orbis? RifE? Wild Mana?

All of them have good reasons to use them, honestly, and good reasons NOT to use them.

FfH - Basic, easy to use... But lacking many features other mods would bring.

Orbis - Quite a few new features (Improvements spreading culture, multiple barb civs, etc), but lacking some others have, including WoC Lite.

RifE - Pretty much everything from the current versions of FF and Orbis, and a bit more. For the extra, we've got RouteNative, an extra alignment axis (In my version, at least... currently unreleased), Jean's ClimateSystem from FlavourMod (again, current version), but we Sephi's AI work. Has WoC Lite from FF.

Wild Mana - Better AI, multiple barbs, WoC Lite.. But several of the improvements made aren't exactly modder-friendly, not for a completely new mod (Check CvGameUtils.py, see what I mean).
 
What mod are you planning on basing this on? FfH? Orbis? RifE? Wild Mana?

All of them have good reasons to use them, honestly, and good reasons NOT to use them.

FfH - Basic, easy to use... But lacking many features other mods would bring.

Orbis - Quite a few new features (Improvements spreading culture, multiple barb civs, etc), but lacking some others have, including WoC Lite.

RifE - Pretty much everything from the current versions of FF and Orbis, and a bit more. For the extra, we've got RouteNative, an extra alignment axis (In my version, at least... currently unreleased), Jean's ClimateSystem from FlavourMod (again, current version), but we Sephi's AI work. Has WoC Lite from FF.

Wild Mana - Better AI, multiple barbs, WoC Lite.. But several of the improvements made aren't exactly modder-friendly, not for a completely new mod (Check CvGameUtils.py, see what I mean).

I'm really glad you asked this question because this is my biggest decision atm. A lot has developed since I first started playing with NR, so I need to make my decision carefully. Was actually considering PMing you to ask your opinion.

RifE was my first choice simply because of features. Though I'm open to public opinion as to what would be best.

If you have msn or something Valkrionn and dont mind chatting then give me a PM. I'd love to question you about what features RifE has available to a modder :)

So, in short... I'm still undecided. I'm going to see how things develop as I finish off my re-design phase.

Al
 
Well, I'm on #Erebus atm moment (http://forums.civfanatics.com/showthread.php?t=328588) and usually am... If not me, than GreyFox (on the team, though not familiar with everything as yet) and Opera (Who wrote alot of the stuff) are usually on.

We're also on Google Wave, and as I have 19 invites left that I don't need I can invite you, give you access to the RifE waves... Would need to PM me your email. ;)
 
UPDATES 14/12/2009

I have added three tiers to the tech tree design, as well as associated units, buildings, and civics for tiers 1 and 2.

I have also expanded on the religions section a little for Amunai and Infernalism. Have a browse and see what you think :)

Al
 
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