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- Oct 6, 2007
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After the defeat of Mulcarn, the grip of the God of Winter didn't dissipate as quickly as Kylorin had hoped. In those desperate times, the remnants of the few civilizations left on Erebus had to band together even tighter. The merging of these civilizations resulted in both homogenization and focus for the new fledgling empires. But even this unnaturally long winter ended and the struggle for the world could continue again, thus beginning
THE AGE OF RENEWAL
9 Civilizations:
Good Civilizations:
Bannor (combined Bannor and Malakim)
Unique Unit 1: Lightbringer (Scout with Sentry promotion)
Unique Unit 2: Demagogue (Champion but weaker and cheaper)
Unique Building 1: Command Post (Training Yard with Drill 1 to units built)
Unique Building 2: Oubliette (Early Dungeon with less -WW but + hammers and defense)
Civ Trait: Guardsman (Melee Units start with Guardsman Promotion)
Civ Mechanic: Crusader
Palace Mana 1: Law
Palace Mana 2: Spirit
Elohim (combined Sidar and Elohim)
Unique Unit 1: Monk (Longbowman but Disciple Class)
Unique Unit 2: Grigori Medic (Champion with Life 1 and Medic 2)
Unique Building 1: Reliquary (Pagan Temple with Spirit Guide to new units)
Unique Building 2: Chancel of Guardians (Courthouse with +1 Happy)
Civ Trait: Tolerant (Captured cities can build as if they were the original civilization)
Civ Mechanic: All specialists give extra commerce/yields
Palace Mana 1: Spirit
Palace Mana 2: Creation
Ljosalfar (combined Ljosalfar and Svartalfar)
Unique Unit 1: Illusionist (Mage but with illusionist promotion)
Unique Unit 2: Flurry (Crossbowman but stronger)
Unique Building 1: Temple of Leaves (Library with +culture)
Unique Building 2: Grove (Courthouse with +1 Happy)
Civ Trait: Dexterous (Drill 1 to Archery Units)
Civ Mechanic: Can build on forests (2x time to grow cities)
Palace Mana 1: Creation
Palace Mana 2: Enchantment
Neutral Civilizations:
Sidar (combined Grigori and Kuriotates)
Unique Unit 1: Divided Soul (Scout with Divided Soul promotion)
Unique Unit 2: Demagogue (Champion but weaker and cheaper)
Unique Building 1: Tailor
Unique Building 2: Jeweler
Civ Trait: Sprawling (Larger core cities with outlying cities less useful)
Civ Mechanic: Adventurers promote from Great People
Palace Mana 1: Mind
Palace Mana 2: Enchantment
Illians
Unique Unit 1: Priest of Winter (Mage Replacement)
Unique Unit 2: High Priest of Winter (Archmage Replacement)
Unique Building 1: Temple of Winter (Pagan Temple with that turns all )
Unique Building 2: Cathedral of Winter
Civ Trait: Agnostic (No Religions)
Civ Mechanic: Rituals (Culminate in summoning God of Winter)
Palace Mana 1: Stasis
Palace Mana 2: Law
Lanun (combined Lanun and Hippus)
Unique Unit 1: Outrider (Horseman but with valor promotion)
Unique Unit 2: Pirate (Frigate with hidden nationality)
Unique Building 1: Hippodrome (Carnival with )
Unique Building 2: Sea Haven (Harbor with - Maintenance and + naval production)
Civ Trait: Raiders (Flanking 1 to Mounted/Naval Units)
Civ Mechanic: Can build on forests (2x time to grow cities)
Palace Mana 1: Flux
Palace Mana 2: Body
Evil Civilizations:
Clan of Embers (combined Clan of Embers and Doviello)
Unique Unit 1:
Unique Unit 2:
Unique Building 1: Breeding Pit (Public Bath but with less happy and +food and food storage)
Unique Building 2: Warrens (Dungeon but with no -WW and doubled units with weak promotion)
Civ Trait: Barbarian (Peace with barbarians but -10% gold/science/culture)
Civ Mechanic: Upgrade in field
Palace Mana 1: Destruction
Palace Mana 2: Flux
Calabim (combined Calabim and Balseraphs)
Unique Unit 1: Freak
Unique Unit 2: Vampire
Unique Building 1: Freak Show (Carnival that can be founded by freaks)
Unique Building 2: Arena (Public Baths but with 1 less happy and ability to sac units for culture)
Civ Trait: Taskmaster (+25% chance to capture slaves)
Civ Mechanic: Puppets
Palace Mana 1: Body
Palace Mana 2: Enchantment
Sheaim (combined Amurites and Sheaim)
Unique Unit 1: Pyre Zombie
Unique Unit 2: Eater of Dreams
Unique Building 1: Planar Gate (Theatre Replacement, Demon promo to all units at KotE)
Unique Building 2: Cave of Ancestors (Inn Replacement, +1 XP per mana bonus)
Civ Trait: Sundered (+Sundered to casters)
Civ Mechanic: -----
Palace Mana 1: Death
Palace Mana 2: Destruction
6 Religions (Good -> Evil)
The Order
Focus: Military Strength
Temple: Temple of The Order
Shrine: Code of Junil
National Wonder: Chamber of Rebirth
Civic: Social Order
Unique Building: Basilica
The Empyrean
Focus: Great People
Temple: Temple of the Empyrean
Shrine: Deus Dei
National Wonder: Citadel of Light
Civic: Free Speech
Unique Building: Debate Chambers
Runes of Kilmorph
Focus: Gold
Temple: Temple of Kilmorph
Shrine: Tablets of Bambur
National Wonder: Mines of Galdur
Civic: Arete
Unique Building: Vault of Kilmorph
Council of Esus
Focus: Trade Routes
Temple: Smuggler’s Port
Shrine: Nox Noctis
National Wonder: Eyes and Ears Network
Civic: Corruption
Unique Building: Black Market
Octopus Overlords
Focus: Culture
Temple: Temple of the Overlords
Shrine: Necronomicon
National Wonder: Tower of Complacency
Civic: Deep Learning
Unique Building: Asylum
The Ashen Veil
Focus: Science
Temple: Temple of the Veil
Shrine: Stigmata on the Unborn
National Wonder: Infernal Pact
Civic: Sacrifice the Weak
Unique Building: Demon Altar
12 Mana Schools (36 Spells)
Law->Flux->Chaos
Law 1: Loyalty
Law 2: Courage
Law 3: Valor
Flux 1: Spring
Flux 2: Maelstrom
Flux 3: Wonder
Chaos 1: Dance of Blades
Chaos 2: Mutation
Chaos 3: Hastur’s Razor
Creation->Enchantment->Destruction
Creation 1: Bloom
Creation 2: Abundance
Creation 3: Vitalize
Enchantment 1: Enchanted Blade
Enchantment 2: Repair
Enchantment 3: Spellstaff
Destruction 1: Scorch
Destruction 2: Rust
Destruction 3: Wither
Spirit->Mind->Body
Spirit 1: Inspiration
Spirit 2: Hope
Spirit 3: Unyielding Order
Mind 1: Floating Eye
Mind 2: Charm Person
Mind 3: Dominate
Body 1: Regeneration
Body 2: Haste
Body 3: Summon Flesh Golem
Life->Stasis->Death
Life 1: Sanctify
Life 2: Summon Animals
Life 3: Destroy Undead
Stasis 1: Slow
Stasis 2: Summon Ice Golem
Stasis 3: Snowfall
Death 1: Summon Skeleton
Death 2: Summon Spectre
Death 3: Summon Wraith
Civics:
Government:
Despotism: —
City States: No maintenance for distance from capital, -20% maintenance for num cities
Aristocracy: +2 commerce from farms, +2 XP
Republic: +2 commerce for towns/enclaves, +25% culture
Theocracy: +40% production for buildings, unlimited priests, no non-state-religion spread
God King: +50% hammers, +50% gold in capital
Cultural Values:
Barbarism: ---
Pacifism: +100% GPP, +2 health (Good only)
Nationhood: -50% WW, 20% free military upkeep
Consumption: Gold Hurry, 10% commerce
Scholarship: + 3 science / specialist, unlimited sages
Liberty: +100% culture, +2 culture/specialist
Labor:
Tribalism: ---
Slavery: Pop Hurry, +25% chance to capture slave in combat (Evil Only)
Apprenticeship: +2 XP, +20% XP in borders
Caste System: +50% work speed (workers), unlimited merchants, bards, engineers
Military State: Can Draft, military food production
Guilds: +1 food for workshops, +3 happy in largest cities
Economy:
Decentralization: ---
Agrarianism: + 1 food to farms, + 2 free health
Conquest: +100% gold from pillaging, +2 XP
Foreign Trade: +50% commerce on trade routes, +1 trade route
Mercantilism: +100% improvement growth rate, +10% production
Bureaucracy: +2 free specialists, +50% GPP
Religion:
Paganism: —
Social Order: Order, +2 XP, +1 happy per military unit
Free Religion: Empyrean, +1 happy per religion, +1 gold/science/culture per specialist
Arete: Rok, +1 hammer/mine, +1 gold/workshop
Corruption: CoE, +1 trade route, trade routes with foreign nations without open borders
Deep Learning: OO, +10% culture, +10% science
Sac the Weak: AV, 1 food/pop, +25% enslavement chance
And many other changes including revamped units and tech trees, buildings, wonders, and more!
Thanks to the modders and the community here for the endless ideas that have influenced this mod, from Kael and the original FFH2 team, Xienwolf, Tholal, LFGR, Magister, and many others!
THE AGE OF RENEWAL
9 Civilizations:
Good Civilizations:
Spoiler :
Bannor (combined Bannor and Malakim)
Unique Unit 1: Lightbringer (Scout with Sentry promotion)
Unique Unit 2: Demagogue (Champion but weaker and cheaper)
Unique Building 1: Command Post (Training Yard with Drill 1 to units built)
Unique Building 2: Oubliette (Early Dungeon with less -WW but + hammers and defense)
Civ Trait: Guardsman (Melee Units start with Guardsman Promotion)
Civ Mechanic: Crusader
Palace Mana 1: Law
Palace Mana 2: Spirit
Elohim (combined Sidar and Elohim)
Unique Unit 1: Monk (Longbowman but Disciple Class)
Unique Unit 2: Grigori Medic (Champion with Life 1 and Medic 2)
Unique Building 1: Reliquary (Pagan Temple with Spirit Guide to new units)
Unique Building 2: Chancel of Guardians (Courthouse with +1 Happy)
Civ Trait: Tolerant (Captured cities can build as if they were the original civilization)
Civ Mechanic: All specialists give extra commerce/yields
Palace Mana 1: Spirit
Palace Mana 2: Creation
Ljosalfar (combined Ljosalfar and Svartalfar)
Unique Unit 1: Illusionist (Mage but with illusionist promotion)
Unique Unit 2: Flurry (Crossbowman but stronger)
Unique Building 1: Temple of Leaves (Library with +culture)
Unique Building 2: Grove (Courthouse with +1 Happy)
Civ Trait: Dexterous (Drill 1 to Archery Units)
Civ Mechanic: Can build on forests (2x time to grow cities)
Palace Mana 1: Creation
Palace Mana 2: Enchantment
Neutral Civilizations:
Spoiler :
Sidar (combined Grigori and Kuriotates)
Unique Unit 1: Divided Soul (Scout with Divided Soul promotion)
Unique Unit 2: Demagogue (Champion but weaker and cheaper)
Unique Building 1: Tailor
Unique Building 2: Jeweler
Civ Trait: Sprawling (Larger core cities with outlying cities less useful)
Civ Mechanic: Adventurers promote from Great People
Palace Mana 1: Mind
Palace Mana 2: Enchantment
Illians
Unique Unit 1: Priest of Winter (Mage Replacement)
Unique Unit 2: High Priest of Winter (Archmage Replacement)
Unique Building 1: Temple of Winter (Pagan Temple with that turns all )
Unique Building 2: Cathedral of Winter
Civ Trait: Agnostic (No Religions)
Civ Mechanic: Rituals (Culminate in summoning God of Winter)
Palace Mana 1: Stasis
Palace Mana 2: Law
Lanun (combined Lanun and Hippus)
Unique Unit 1: Outrider (Horseman but with valor promotion)
Unique Unit 2: Pirate (Frigate with hidden nationality)
Unique Building 1: Hippodrome (Carnival with )
Unique Building 2: Sea Haven (Harbor with - Maintenance and + naval production)
Civ Trait: Raiders (Flanking 1 to Mounted/Naval Units)
Civ Mechanic: Can build on forests (2x time to grow cities)
Palace Mana 1: Flux
Palace Mana 2: Body
Evil Civilizations:
Spoiler :
Clan of Embers (combined Clan of Embers and Doviello)
Unique Unit 1:
Unique Unit 2:
Unique Building 1: Breeding Pit (Public Bath but with less happy and +food and food storage)
Unique Building 2: Warrens (Dungeon but with no -WW and doubled units with weak promotion)
Civ Trait: Barbarian (Peace with barbarians but -10% gold/science/culture)
Civ Mechanic: Upgrade in field
Palace Mana 1: Destruction
Palace Mana 2: Flux
Calabim (combined Calabim and Balseraphs)
Unique Unit 1: Freak
Unique Unit 2: Vampire
Unique Building 1: Freak Show (Carnival that can be founded by freaks)
Unique Building 2: Arena (Public Baths but with 1 less happy and ability to sac units for culture)
Civ Trait: Taskmaster (+25% chance to capture slaves)
Civ Mechanic: Puppets
Palace Mana 1: Body
Palace Mana 2: Enchantment
Sheaim (combined Amurites and Sheaim)
Unique Unit 1: Pyre Zombie
Unique Unit 2: Eater of Dreams
Unique Building 1: Planar Gate (Theatre Replacement, Demon promo to all units at KotE)
Unique Building 2: Cave of Ancestors (Inn Replacement, +1 XP per mana bonus)
Civ Trait: Sundered (+Sundered to casters)
Civ Mechanic: -----
Palace Mana 1: Death
Palace Mana 2: Destruction
6 Religions (Good -> Evil)
Spoiler :
The Order
Focus: Military Strength
Temple: Temple of The Order
Shrine: Code of Junil
National Wonder: Chamber of Rebirth
Civic: Social Order
Unique Building: Basilica
The Empyrean
Focus: Great People
Temple: Temple of the Empyrean
Shrine: Deus Dei
National Wonder: Citadel of Light
Civic: Free Speech
Unique Building: Debate Chambers
Runes of Kilmorph
Focus: Gold
Temple: Temple of Kilmorph
Shrine: Tablets of Bambur
National Wonder: Mines of Galdur
Civic: Arete
Unique Building: Vault of Kilmorph
Council of Esus
Focus: Trade Routes
Temple: Smuggler’s Port
Shrine: Nox Noctis
National Wonder: Eyes and Ears Network
Civic: Corruption
Unique Building: Black Market
Octopus Overlords
Focus: Culture
Temple: Temple of the Overlords
Shrine: Necronomicon
National Wonder: Tower of Complacency
Civic: Deep Learning
Unique Building: Asylum
The Ashen Veil
Focus: Science
Temple: Temple of the Veil
Shrine: Stigmata on the Unborn
National Wonder: Infernal Pact
Civic: Sacrifice the Weak
Unique Building: Demon Altar
12 Mana Schools (36 Spells)
Law->Flux->Chaos
Spoiler :
Law 1: Loyalty
Law 2: Courage
Law 3: Valor
Flux 1: Spring
Flux 2: Maelstrom
Flux 3: Wonder
Chaos 1: Dance of Blades
Chaos 2: Mutation
Chaos 3: Hastur’s Razor
Creation->Enchantment->Destruction
Spoiler :
Creation 1: Bloom
Creation 2: Abundance
Creation 3: Vitalize
Enchantment 1: Enchanted Blade
Enchantment 2: Repair
Enchantment 3: Spellstaff
Destruction 1: Scorch
Destruction 2: Rust
Destruction 3: Wither
Spirit->Mind->Body
Spoiler :
Spirit 1: Inspiration
Spirit 2: Hope
Spirit 3: Unyielding Order
Mind 1: Floating Eye
Mind 2: Charm Person
Mind 3: Dominate
Body 1: Regeneration
Body 2: Haste
Body 3: Summon Flesh Golem
Life->Stasis->Death
Spoiler :
Life 1: Sanctify
Life 2: Summon Animals
Life 3: Destroy Undead
Stasis 1: Slow
Stasis 2: Summon Ice Golem
Stasis 3: Snowfall
Death 1: Summon Skeleton
Death 2: Summon Spectre
Death 3: Summon Wraith
Civics:
Spoiler :
Government:
Despotism: —
City States: No maintenance for distance from capital, -20% maintenance for num cities
Aristocracy: +2 commerce from farms, +2 XP
Republic: +2 commerce for towns/enclaves, +25% culture
Theocracy: +40% production for buildings, unlimited priests, no non-state-religion spread
God King: +50% hammers, +50% gold in capital
Cultural Values:
Barbarism: ---
Pacifism: +100% GPP, +2 health (Good only)
Nationhood: -50% WW, 20% free military upkeep
Consumption: Gold Hurry, 10% commerce
Scholarship: + 3 science / specialist, unlimited sages
Liberty: +100% culture, +2 culture/specialist
Labor:
Tribalism: ---
Slavery: Pop Hurry, +25% chance to capture slave in combat (Evil Only)
Apprenticeship: +2 XP, +20% XP in borders
Caste System: +50% work speed (workers), unlimited merchants, bards, engineers
Military State: Can Draft, military food production
Guilds: +1 food for workshops, +3 happy in largest cities
Economy:
Decentralization: ---
Agrarianism: + 1 food to farms, + 2 free health
Conquest: +100% gold from pillaging, +2 XP
Foreign Trade: +50% commerce on trade routes, +1 trade route
Mercantilism: +100% improvement growth rate, +10% production
Bureaucracy: +2 free specialists, +50% GPP
Religion:
Paganism: —
Social Order: Order, +2 XP, +1 happy per military unit
Free Religion: Empyrean, +1 happy per religion, +1 gold/science/culture per specialist
Arete: Rok, +1 hammer/mine, +1 gold/workshop
Corruption: CoE, +1 trade route, trade routes with foreign nations without open borders
Deep Learning: OO, +10% culture, +10% science
Sac the Weak: AV, 1 food/pop, +25% enslavement chance
And many other changes including revamped units and tech trees, buildings, wonders, and more!
Thanks to the modders and the community here for the endless ideas that have influenced this mod, from Kael and the original FFH2 team, Xienwolf, Tholal, LFGR, Magister, and many others!