Romanian Civilisation and Gods and Monsters Mode

fairmanfour

Chieftain
Joined
Dec 3, 2020
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So after posting my Irish Civilisation and Alien Invasion! Mode idea post, I ended up coming up with a similar game mode that could appear as early as the Ancient Era, and plays with the darker side of early faith, pantheons and religions; Monsters of myth and legend. Again, feedback is welcome, and if you can mod it, just do it!

Gods and Monsters Mode

A new game mode that introduces Monsters that will roam the land and will make it their own unless a civilisation steps up to the challenge. Each monster will behave differently, and will react differently depending on your actions. If a monster is defeated, they will create a “Spoil of War”, a unique Relic that can be housed in an empty Relic slot and will generate bonus Faith, Culture and Tourism.
The monsters that can be found include;

Sasquatch
Will spawn in Woods. Will actively avoid any unit that approaches. Will compete for Goody Huts and remove them from the map.

Medusa
Will spawn adjacent to Coast with cliffs. Will attack military units and can instantly kill adjacent units (this ability has a cooldown time).

Jörmungandr
Will spawn in Ocean tiles. Will only attack units that attack first. Will pillage sea improvements (ie. Fishing Boats).

Loch Ness Monster
Will spawn in Lake tiles. Will actively avoid any unit that approaches. Will pillage any adjacent improvements, on land or at sea.

The Hydra
Will spawn on Hill tiles. Will attack any unit in its vicinity. Can heal to full health every turn, but has a lower health bar compared to other monsters.

The Wendigo
Will spawn in Tundra or Snow tiles. Will attack any unit in its vicinity. Can convert defeated units into Wendigos.

Olgoi-Khorkhoi (Mongolian Death Worm)
Will spawn in Desert tiles. Will avoid any military units that approaches. Can remove yields from tiles (-1 yield per charge).

Útgarda-Loki
Will spawn adjacent to Mountain tiles. Will only attack units that attack first. Can remove resources from tiles, moving it to another part of the map.

Polyphemus
Will spawn adjacent to Coast tiles. Will only attack units that attack first. Pillages districts and pastures.

Baba Yaga
Will spawn in Woods. Will only attack units that attack first. Can either heavily damage adjacent units or grant a free promotion to adjacent units.

Cadejo
Will spawn in Woods. Unique in that there are two versions of this monster; the white one will avoid units and can grant health to adjacent units; the black one will attack units and has flanking bonuses on any unit it attacks. If one is killed, so is the other.

Lou Calcolh
Will spawn in Grasslands. Will only attack units that attack first. Leaves behind a trail of Fallout, preventing affected tiles from being worked.

Minokawa
Will spawn adjacent to Mountain tiles. Will attack any unit in the vicinity. Can instantly kill adjacent units (ability has a cooldown), has a higher movement speed, but is vulnerable to ranged attacks.

Black Shuck
Will spawn adjacent to Coast tiles. Will attack any unit in the vicinity. Can only be seen by adjacent units, and can move after attacking.

Wawel Dragon
Will spawn on Hill tiles adjacent to River. Will only attack units that attack first. Pillages improved resource tiles and has a higher movement speed.

Colo Colo
Will spawn adjacent to Pasture improvements. Will only attack units that attack first. Can prevent adjacent units from moving or attacking that turn.

Curupira
Will spawn in Rainforest tiles. Will only attack units that attack first. Can invert the movements of adjacent units that turn.

Ogopogo
Will spawn in Lake tiles. Will actively avoid any unit that approaches. Can remove any adjacent animal-based resources from the map.

La Llorona
Will spawn adjacent to Coast tiles. Will attack civilian units, but avoid military units. Can embark at the start of the game and has increased naval movement.

Scylla and Charybdis
Will spawn in Ocean tiles. Appears as a two-tile natural wonder and does not move, however it will instantly kill any units that end their turn adjacent to them.

Grootslang
Will spawn on Hill tiles adjacent to River or Lake tiles. Will only attack units that attack first. Will pillage Mines over luxury resources.

Cherufe
Will spawn adjacent to Volcano tiles. Will attack any unit in the vicinity. Can convert surrounding tiles to Volcanic Soil, but will pillage improvements and districts.

Ammit
Will spawn in Desert tiles. Will attack any unit in the vicinity. Killing a unit does not consume a movement point.

Kuchisake-onna
Will spawn adjacent to Coast tiles. Will attack civilian units, but avoid military units. Can inflict heavy damage on a target, but at a cost of a small amount of her own health.

Wewe Gombel
Will spawn adjacent to Coast tiles. Will attack civilian units, but avoid military units. Will capture civilian units and escort them away.

The Kraken
Will spawn in Ocean tiles. Will attack any unit in the vicinity. Can only be seen by adjacent units and can attack at range.

To help combat these threats, a new unit can be unlocked via a project: “Gather a Hunting Party”. This is unlocked with Bronze Working. Once completed, you are granted a “Monster Hunter”, who has bonus combat strength against Monsters, but has a high maintenance.

In additional to this, Kupe receives a bonus Defensive Strength against Monsters as part of his Leader Ability, and Greece receives a bonus Combat Strength against Monsters as part of their Civilisation Ability, but only when Gods and Monsters Mode is active. Harald Hardrada also receives a unique unit that replaces the “Monster Hunter” unit, the “Wild Hunt”, which is a cavalry unit with +2 Movement points and can move after attacking, but only when Gods and Monsters mode is active.

And if you’re not feeling bloodthirsty, you can also create a “Monster Inhabitant”, which is unlocked via a project. This projects requires the Conservation civic, and you must have either a Zoo or Aquarium building in your city. This allows your Monster Hunters to capture a Monster instead of killing them, and they are kept in the Monster Inhabitant, generating a higher amount of Faith, Culture and Tourism compared to the earlier “Spoils of War”.


Wonders
With this mode comes a new set of wonders based in mythology, or are closely associated with legends.

King Solomon’s Mines
+5 Gold, +2 Production to this city.
Grants +2 Silver luxury resources to this city.
Must be built on a Desert Hills tile.

Xanadu
+2 Production, +2 Culture to this city.
Provides 20% Production bonus to Cavalry units to cities six tiles within range.
Must be built adjacent to City Centre and Mountain tile.

Bran Castle
Duplicates yields from adjacent tiles and adds them to its own. These yields are provided directly to the city this wonder is built in.
Occupying unit receives +4 Defensive Strength and gains 2 turns of fortification.
Must be built on a Hills tile with Woods.

Ama-No-Iwato-Jinja
+2 Faith, +2 Food to this city.
This city and the units in the city’s territory are immune to Hurricanes.
Must be built in Woods adjacent to a Holy Site.

Atlantis (Natural Wonder)
One tile Ocean wonder.
+2 Science, +2 Faith to adjacent tiles.
Units that pass this wonder gain +1 Movement Point.

Yggdrasil (Natural Wonder)
One tile Wood wonder.
+3 Faith, +1 Culture.
Units that pass this wonder gain +5 Defensive Strength.

Mount Olympus (Natural Wonder)
One tile Mountain wonder.
+5 Faith.
+1 Culture to adjacent tiles.

Feather Mountain (Natural Wonder)
One tile Mountain wonder.
+2 Faith, +2 Food.
+1 Food, +1 Production to adjacent tiles.
Acts as a source of Fresh Water.

Halema’uma’u Crater (Natural Wonder)
One tile Volcano wonder.
+1 Faith, +1 Culture, +1 Science to adjacent tiles.
Always active, upon eruption grants medium yields.


Romanian Civilisation, led by Vlad III

Of course it would be Romania that would be bundled with this game mode, with Transylvania being the cultural hub of monsters. (Adapted ideas from the Civitas Romania and Vlad III mods)

Civilisation Ability: Desteapta-te Romane
Receive +100% Flanking and Support bonuses during an Emergency, and successful Emergencies award a free Technology and Civic. Holy Sites receive double adjacency bonuses.

Leader Ability: House of Draculesti
Capturing an enemy City causes surrounding enemy cities to lose 50% of their loyalty. Pillaging in enemy territory deals damage to adjacent enemy units. Gain access to the Calarasi unique unit. All military units receive Combat Strength and Defence bonuses against Monsters (only when Gods and Monsters mode is active).

Unique Unit (Romania): Vanatori
Replaces Spec Ops. Receives additional Combat Strength on Hill tiles. +50% XP from combat.

Unique Unit (Vlad III): Calarasi
A ranged cavalry unit unique to Romania, replacing the Crossbowman. Slightly weaker, but has +2 Movement points and requires only 1 Movement point to pillage, which yields Faith in addition to the usual yield.

Unique Infrastructure: Fortareata
A standalone Encampment building unlocked with the Castles technology. +2 Production and +1 Diplomatic Favour per turn. Receives +2 Great Work Slots. Grants +100% Production bonus to “Gather a Hunting Party” project (when Gods and Monsters mode is active).

Leader Agenda: Scorched Earth
Will join wars and pillage wherever possible and respects civilisations that also pillage. Dislikes those with small militaries and, when Gods and Monsters mode is active, those that kill Monsters.
 
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