TIMELINE: A Civilization concept by Lord Lakely

Denmark is on the shortlist for Expansion 1 but I haven't put them on yet. (Spanish and Koreans must be in at this point, so they're already on the list itself). It'll depend on how I craft the Goverment mechanics themselves.

I have researched ideas for a Tonga Civ but haven't really done anything with it yet. Maori are going to be included at some point too, but I can't say when. (I may add them to DLC4 if I expand each DLC to three Civs.)

New IPs are currently not planned for the Expansions, beyond those associated with the new Civs, if they don't yet exist. (which doesn't apply for Korea and Spain, since Goryeo and Asturias will already exist by this point)

with that out of the way, I'll now sporadically focus on refining the game mechanics that I only have vague ideas on (Religion, Techs, etc) and outline how the Victories work. Oh and lists of things (Promotions, Wonders, Great Work types, Great People, etc), plenty of lists.
Cool choices so far

If the other packs got a 3rd civ
Pack 1: Taino
Pack 2: Georgia
Pack 3: Merina or Kongo
 
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List of World Wonders (Classical Onwards)

As stated before, there are two categories: There are Landmark Wonders which are constructed on tiles with Workers and mostly take time, and there are Architectural Wonders which are constructed inside Districts and count as Tier 4 buildings.

MOST Wonders don't have an active ability yet. If they do I will mention it besides the name.

Ancient Era Wonders and the general explanation are listed on the first page, which you can reach via this link: https://forums.civfanatics.com/thre...-concept-by-lord-lakely.698747/#post-16838312

ANCIENT ERA WONDERS

  • Architectural
    • Etemenanki: +1 :7prod: Production on Navigable River in this City, +1 :7science: Knowledge on cored Wet tiles in this City.
    • Hanging Gardens: The amount of :7food:Food needed to trigger a Growth Event in this City is reduced by 20%
    • Ma'abed of Amrit: Maritime Trade Routes reach +25% further, and generate :c5faith: Faith if dispatched from this City.
    • Oracle of Delphi: Permanently doubles the effect of all Pantheons in all owned Cities. Locks you out of founding Monotheistic Religions.
    • Temple of Artemis: +1:7prod: Production on Hunting Camps and Pastures in this City. Free unique :c5capital:Promotion for all Archer units trained in ths City.

  • Landmark:
    • Khufu's Great Pyramid: Craftsman, Priest, Scribe and Teacher :c5citizen: Specialists operate one level higher than Normal. +1 :7culture: Culture on this Wonder for every Great Person you've earned this game.
    • Nazca Lines: All Buildings in this City gain :7food: Food adjacency with Mountains next to their District.
    • Sine Ngayène: +1 :7culture: Culture on all Quarries within six tiles of this Wonder. Adds the Stone Circles Pantheon effect to every city with a Pantheon.
    • Stonehenge: +1 :7food: Food on Fields in this City. Generates 1 extra :c5faith:Faith from every 4 Fields within 6 tiles of this Wonder.
    • Uffington White Horse: +1 :7culture: Culture on each Pasture Improvement. Buildings receive +1 :7money: Coin from Pasture Improvements adjacent to their District.



CLASSICAL ERA WONDERS
  • Architectural:
    • Colosseum
    • Edo Earthworks: Halves the cost of Defensive buildings (Pallisades, Stone Walls, etc)
    • Museion of Alexandria
    • Statue of Zeus: +5 :c5war: Force Limit.
    • Temple of Solomon -
  • Landmark
    • Colossus of Rhodes
    • Mesa Verde
    • Petra: Desert tiles in this Settlement gain +1 :7food: Food and +1 :7prod: Production.
    • Pharos, the Great Lighthouse
    • Tomb of Tin Hinan -











FEUDAL ERA WONDERS

  • Architectural
    • Borobudur -
    • Hagia Sophia -
    • Mahabodhi -
    • Meenakshi Temple -
    • Notre Dame -

  • Landmark:
    • Great Zimbabwe
    • Krak des Chevaliers: +3 Knighthoods. Earn an additional Knighthood each time you earn five Promotions on the same unit.
    • Kizhi Pogost: +1 :7food: Food, +1 :7prod: Production and +1:7money: Coin on Tundra tiles in this Settlement.
    • Machu Picchu
    • Serpent Mound

RENAISSANCE ERA WONDERS
  • Architectural
    • House of Parliament: Doubles the amount of World Congress Votes you get from the City that builds this.
    • Naqsh-e-Jahan Square: :c5influence: WCVs received from Vassals increased by +50%
    • Porcelain Tower
    • University of Sankore
    • Uraniborg: Receive a Eureka! token each time you complete a World Wonder, including this one.
  • Landmark:
    • Aït Benhaddou
    • Fasil Ghebbi
    • Palais de Versailles: Three slots for any Great Work. All Great Works you Display in this City give +1 :c5influence: WCV and +2 :7culture:Culture.
    • Huey Teocalli
    • Moai Statues

INDUSTRIAL ERA WONDERS

  • Architectural
    • Brandenburger Tor
    • Eiffel Tower
    • Hermitage Museum
    • Sagrada Familia
    • Taj Mahal
  • Landmark:
    • Atomium
    • Cristo Redentor
    • Koutammakou
    • Neuschwanstein
    • Statue of Liberty
MODERN ERA WONDERS

  • Architectural
    • Biosphère
    • Burj Khalifah
    • Guggenheim Bilbao
    • Lotus Temple
    • Estádio do Maracanã
    Landmark
    :

    Amundsen-Scott Research Station
    Golden Gate Bridge
    Suez Canal
    Syndey Opera House
    The Motherland Calls
 
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Guesses on civs and leaders
Mesoamericans - Aztec - Itzcoatl
Mesoamericans - Maya - Pacal
Bulgars? - Bulgaria - Krum
Turks - Ottoman - Mehmed II
Amazigh? - Berbers - Dihya
Zanj? - Swahili - Al-Hassan ibn Sulaiman
Spanish - Castile - Isabella
Spanish - Aragon - Alfonso V
Koreans - Joseon - Sejong
Not sure about the Southeast Asians
I know I want to see Majapahit but I’m split on Dai Viet and Siam

Some other suggestions for the expansion
British - British Empire - Victoria
Iroquoian - Haudenosaunee - Jigonhsasee
Polynesian - Hawaii - Kamehameha
??? - Zulu - Shaka
Thai - Siam - Rama II (if Dai Viet wasn’t in Pack 4)
 
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I'll make my own choices :-)

For Expansion 1 the line-up and shortlisted Civs are as follows:

Guaranteed IN:

  • Koreans: Joseon (Sejong)
  • Spanish: Castile (Isabella), Aragon (Ferdinand)

Shortlist (maximum 7 chosen)

  • Austrians: Austria-Hungary (Maria Theresa)
  • Norse: Denmark (Margrethe I)
  • Dutch: Dutch Republic (Michiel de Ruyter)
  • Polish: Faction dependant on Leader Choice (Boleslaw I or Emilia Plater)
  • Sumerians: Akkad (Sargon)
  • Burmese: Faction dependant on Leader Choice (Anawrahta or Bayinnaung)
  • Javanese: Majapahit (Gajah Mada or Gitarja)
  • Thai: Siam (Taksin the Great)
  • PNW: Tlingit (Gushklin)
  • Brazilian: Brazil (Pedro II or Dona Isabel)
  • Iroquois: Haudennosaunee (Jigonsahse, Molly Brant or Joseph Brant)
  • Ghanaian: Ashanti (Yaa Assantewaa or Osei Tutu I)
  • Nigerian: Yoruba (Idia)
  • Polynesians: Maori (Hongi Hika)

For the DLCs, if I were to expand the line-ups there it would be as follows:

DLC1: Hawaii (Liliuo'kalani or Kamehameha) or Taino (Anacaona)
DLC2: Austria-Hungary (Maria Theresa) or Georgia (Tamar)
DLC3: Ashanti (Osei Tutu I) or Mali (Sundiata Keita)
DLC4: One of the listed Civs (Majapahit, Dai Viet, Khmer and Siam)

Again, I'll make my decision later.

What I'll do next outline the conditions for Domination Victory and Scientific Victory, since I haven't done those yet.
 
I'll make my own choices :-)

For Expansion 1 the line-up and shortlisted Civs are as follows:

Guaranteed IN:

  • Koreans: Joseon (Sejong)
  • Spanish: Castile (Isabella), Aragon (Ferdinand)

Shortlist (maximum 7 chosen)

  • Austrians: Austria-Hungary (Maria Theresa)
  • Norse: Denmark (Margrethe I)
  • Dutch: Dutch Republic (Michiel de Ruyter)
  • Polish: Faction dependant on Leader Choice (Boleslaw I or Emilia Plater)
  • Sumerians: Akkad (Sargon)
  • Burmese: Faction dependant on Leader Choice (Anawrahta or Bayinnaung)
  • Javanese: Majapahit (Gajah Mada or Gitarja)
  • Thai: Siam (Taksin the Great)
  • PNW: Tlingit (Gushklin)
  • Brazilian: Brazil (Pedro II or Dona Isabel)
  • Iroquois: Haudennosaunee (Jigonsahse, Molly Brant or Joseph Brant)
  • Ghanaian: Ashanti (Yaa Assantewaa or Osei Tutu I)
  • Nigerian: Yoruba (Idia)
  • Polynesians: Maori (Hongi Hika)

For the DLCs, if I were to expand the line-ups there it would be as follows:

DLC1: Hawaii (Liliuo'kalani or Kamehameha) or Taino (Anacaona)
DLC2: Austria-Hungary (Maria Theresa) or Georgia (Tamar)
DLC3: Ashanti (Osei Tutu I) or Mali (Sundiata Keita)
DLC4: One of the listed Civs (Majapahit, Dai Viet, Khmer and Siam)

Again, I'll make my decision later.

What I'll do next outline the conditions for Domination Victory and Scientific Victory, since I haven't done those yet.
Understandable
Pretty good choices btw
 
Victory Conditions:


Cultural Victory:
Complete either the Tourism or Pilgrimage path to win

Path 1: Tourism:
Complete both objectives:
  • Persuade 85% of all Populations in the world to become Visitors your empire
AND
  • Develop at least five Tourist Attractions of your Civilization into World Heritage.

Path 2: Pilgrimage:
Complete the following Objective:
  • Persuade 85% of all Pilgrims in the World to visit your Relics and Holy Cities.

Diplomatic Victory
Complete one of the following objectives:
  • WIN the Diplomatic Leader vote in the World Congress
OR
  • Successfully Defy the World Leader Vote as the losing candidate, and defeat your opponents in the ensuing Coalition War.

Domination Victory
Complete one of the following Objectives:
  • Directly control every Major Civ's starting Capital
OR
  • Be the last free Major Civ in the world (Eliminate or Vassalize every other Player).
OR
  • Large and Huge Maps Only: Control 51% of the world's land tiles as Cores, while controlling 76% of the entire map.

Scientific Victory
Complete one of the three Space Race Quest Lines (details below), with the following objectives:
  • Establish an Exoplanet colony
  • Deal with the Crisis
  • Build the associated World Wonder.
    • Every Questline requires the player to fully Research three of the game's eight Technology Trees.

  • QUESTLINE 1: Alpha Centauri - Planetfall
    • Build and launch a colony ship to Alpha Centauri
    • Crisis: The ship's Cryostasis has malfuctioned, and the awakened crew is running out of rations. Send :7food:
    • Food
    • and :7science: Knowledge from your Stockpiles to your spaceship to save the crew.
    • Build a Rescue Starskipper to send the supplies to the Spaceship.
      • Requires the Player to maximize the Biology, Natural Science and Engineering trees.


  • QUESTLINE 2: Lunar Colony - Au Clair de la Lune
    • Establish a colony on the Moon
    • Crisis: The Moon Colony declares independence from Earth. Send :7prod:Production and :c5influence:Prestige from your Stockpiles to the Moon to pacify the protests and ease the independence.
    • Build the Lunar Embassy Wonderto celebrate a new future for Humanity outside of Earth.
      • Requires the player to maximize the Doctrine, Ethics and Statecraft trees.


  • QUESTLINE 3: Martian Colony - Those That Came Before
    • Establish a colony on Mars
    • Crisis: Scientists of Mars have uncovered an alien device covered in mysterious glyphs that emits wave signals. Send :7money:Coin and :7culture:Culture from your
      stockpiles to help decrypt its purpose and messages.
    • Build the Universal Translator Wonder to establish a first contact between humanity and extraterrestrial lifeforms.
      • Requires the player to maximize the Sociology, Economics and Natural Science trees.
 
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  • Austrians: Austria-Hungary (Maria Theresa)
  • Norse: Denmark (Margrethe I)
  • Dutch: Dutch Republic (Michiel de Ruyter)
  • Polish: Faction dependant on Leader Choice (Boleslaw I or Emilia Plater)
  • Sumerians: Akkad (Sargon)
  • Burmese: Faction dependant on Leader Choice (Anawrahta or Bayinnaung)
  • Javanese: Majapahit (Gajah Mada or Gitarja)
  • Thai: Siam (Taksin the Great)
  • PNW: Tlingit (Gushklin)
  • Brazilian: Brazil (Pedro II or Dona Isabel)
  • Iroquois: Haudennosaunee (Jigonsahse, Molly Brant or Joseph Brant)
  • Ghanaian: Ashanti (Yaa Assantewaa or Osei Tutu I)
  • Nigerian: Yoruba (Idia)
  • Polynesians: Maori (Hongi Hika)
A suggestion that you can listen to, or not, is if you plan on including the Spanish maybe leave the Dutch out right now assuming they would fill a similar gameplay niche. Plus, you could release the Dutch later and add a Belgium faction to them as well. :mischief:
 
If a MP becomes playable do they get replaced
Yes. By an MP of the same ethnicity. If Siam is added, they'll be replaced by Ayutthaya and so on.
 
Civil Servants and their abilities

:c5influence: Agent
based on: the Spy
Recruited with :c5influence: Prestige instead of :7prod: Production
Agent Promotion Trees:

  • Ambassador: can Fabricate Claims in foreign lands, improve Relations with major and Minor Powers, and discover Secrets.
    • Delegate: Increases relations with Major or Minor Power.
    • Informant: Increased odds to discover enemy spies.
    • Peace Envoy: Decreases War Score from the enemy towards you when operating in foreign lands. (Higher effect when employed inside the borders of said enemy)
    • Protector: Increases the combat Strength of Vassal units
    • Realtor: Can passively create Cores on tiles in this city.
  • Counterintelligence: Counters Espionage Missions, covers up Secrets
    • Co-Conspirator: Foreign agents are much less likely to discover your Secrets.
    • Double Agent: When conducting an Espionage Mission, also work as a Counterintelligence Officer and Vice Versa
    • Getaway Driver: Increases the odds of your Spies escaping when they're caught.
    • Quartermaster: Increases the success odds of all Agents operating in foreign lands.
    • Security Specialist: Decreases the odds of enemy spies to succeed
  • Espionage: Can conduct Espionage Missions, discovers Secrets and can Frame other players.
    • Assassin: Increased odds towards eliminating opposing Civil Servants, Great People and Military Units.
    • Cat Burglar: Increased odds towards stealing Great Works
    • Industry Plant: Increased odds towards Stealing Technologies
    • Instigator: Increased odds to increase Unrest
    • Saboteur: Increased odds to Sabotage
:7culture:Bard
based on: the Rock Band
Recruited with :7culture: Culture instead of :7prod: Production
  • Written Word: Bonuses towards Literature.
    • Academics: Increased yields on Codexes. If stationed in a foreign city, increased Tourism towards any Codexes you own and have Displayed.
    • Drama: Increased yields on Plays. If stationed in a foreign city, increased Tourism towards any Codexes you own and have Displayed.
    • Ghostwriting: Increased yields on Memoirs. If a foreign in another city, increased Tourism towards any Memoirs you own and have Displayed.
    • Prose: Increased yields on Bestsellers. If stationed in a foreign city, increased Tourism towards any Bestsellers you own and have Displayed.
    • Symphonics: Increased yields Partitures. If stationed in a foreign city, increased Tourism towards any Partitures you own and have Displayed.
  • Spoken Word: Bonuses towards Tourism.
    • Critic: Increased Culture and Tourism on Great Works of your Civilization. If stationed in a foreign city, decreased Culture and Tourism on their Great Works.
    • Folklore: Increased Cultural Heritage points on Great Works of Literature, Art and Music in this city.
    • Campaigning: Increases the distance Visitors are willing to Travel to see Great Works in this City. If stationed in a foreign city, increases the Tourism Rating of your Great Works in that City.
    • Poetry: Increased Splendor Amenities from Displayed Literature.
    • Satire: Decreases Civil Unrest in your Cities, increases it in Foreign cities.
  • Visual Arts: Bonuses towards Artworks and Wonders.
    • Architect: Increased Culture on Architectural Wonders in this City. If stationed in a foreign city, increased Tourism towards your Architectural Wonders in that City.
    • Globetrotter: Increased Culture on Landmark Wonders in this city. If stationed in a foreign city, increased Tourism towards your Landmark Wonders in that City.
    • Painter: Increased yields on Paintings. If stationed in a foreign city, increased Tourism on your Music. If stationed in a foreign city, increased Tourism towards your Paintings in that City.
    • Inventor: Increased yields on Inventions and Machinery. If stationed in a foreign city, increased Tourism towards your Inventions and Machinery. in that City.
    • Sculptor: Increased yields on Sculptures. If stationed in a foreign city, increased Tourism on your Music. If stationed in a foreign city, increased Tourism towards your Sculptures in that City.

Promotions to be determined at a later date.

:c5faith: Cleric
based on: religious units
Recruited with :c5faith: Faith instead of :7prod: Production
  • The Flock: Abilities affected by Followers
    • Cultism: Decreased Health Amenities in this City (scaling per Follower of other Religions)
    • Haruspicy: Increased Faith in this city, scaling per Follower.
    • Monasticism: Increased Knowledge in this city, scaling per Follower.
    • Pastoral Support: Increased Health Amenities in this City (scaling per Follower)
    • Stewardship: Increased Coin in this city, scaling per Follower.
  • Liturgy: Abilities that affect Pilgrimage.
    • Curia: Increased Culture and Tourism on Relics in this City.
    • Devotion: increased Great Prophet Points in this city
    • Moralism: Followers generate World Congress Votes and extra votes for the Ecclesiastical Council.
    • Theology: Increased Faith and Pilgrimage on Relics in this City.
    • Tolerance: Followers of other Religions can count as followers of the Majority Religion.
  • Zeal: Abilities affected by the general strength of Faith.
    • Chaplain: Increases the Morale and Health Recovery rates of military units in this city.
    • Crusader: increases the XP gained by Military Units trained in this city. (scaling with the amount of followers in this city)
    • Inquisitor: Decreased passive Conversion rate towards other Religions in this City. Chance to expel foreign Clerics.
    • Missionary: Increased passive Conversion rate towards the Religion in this City.
    • Proselytizer: Increased Religious Pressure from this City, scaling with Follower count.

:7science: Researcher
based on: the Naturalist and the Archeologist.
Recruited with :7science:Knowledge instead of :7prod: Production
  • History: Can extract Artefacts from Dig Sites, which can be Displayed in Musea and Exhibition Halls. Buffs Cultural Heritage of all Great Works.
    • Antropologist: Increased Culture and Tourism on Great Works and Artefacts belonging to other Civilizations
    • Archaelogist: Extract Artefacts of higher values.
    • Archivist: Exhibits that you own don't Display generate passive yields for this City.
    • Explorer: Gains additional statistics per levels and can eventually see "hidden" Dig Sites.
    • Paleontologist: Increased yields on Fossils in their City.
  • Conservation: Can discover Plants and Animals, which can be Displayed in Menageries and Parks. Can found National Parks
    • Botanist: Discover Plants of higher Rarity. Increased Tourism from displayed Plants.
    • Naturalist: Increased Yields and Tourism from Natural Wonders.
    • Park Ranger: Establish National Parks. Increased Knowledge and Tourism from National Parks.
    • Survivalist: Gains the ability to defend themselves from attacks
    • Zoologist: Discover Animals of higher Rarity. Increased Tourism from displayed Animals.
  • Field Research: Bonuses based on Knowledge output.
    • Ergonomics: Decreased Civil Unrest in this city (scaling with Knowledge)
    • Process Engineering: Decreased Pollution in this city (scaling with Knowledge)
    • Psycho Analysis: Decreased Civil Unrest in this city (Scaling with Knowledge)
    • Renewable Energy: Increased Energy and Food in this city (scaling with Knowledge)
    • Urban Planning: Increased Housing in this city (scaling with Knowledge)
Generic Promotions available to all Civil Servants:
  • Damage Control: Negates one negative diplomatic effect caused your Civil Servants (once every 15 turns).
  • Discretion: Reduces the chance of being detected by other players.
  • Expertise: Passively generates 1 associated Yield per Promotion level
  • Lobbyist: Passively generates 1 World Congress Vote per Promotion level
  • Silvertongue: Passively improves relations by 1 per Promotion level.


The faction bonus of Athens, Symmachia, grants them a free Agent at Writing.
Elizabeth's leader ability, Act of Uniformity, makes all Civil Servants cheaper. She can also recruit them with :7prod: Production or :7money: Coin.
Gisela's leader ability, Siegel des Kaisers, increases rate at which her Ambassadors improve Relations with Minor Powers.
Masako Hojo's leader ability, Ama-Shogun, increases the efficiency of Agents with Counterintelligence and Espionage promotions.
 
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Do the Hacienda and Ranch do anything different
Also what are the Bamut and Lycaeon supposed to be
 
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Dev Diary: Wildlife Exhibits

Animals and Plants are a new type of exhibit introduced in Timeline, allowing players to collect exotic organisms for their Zoos and Gardens. They provide a small amount of Tourism (Backpacker or City Tripper) to their Buildings, or to National Parks. Their main purpose however, is to provide additional amenities in the endgame. The larger your collection, the more amenities they will generate for you. This is important for Civs that care about Amenities such as the Americans, and less important for the Chinese, who can instead focus fully on their Five Elements Harmonies.

Mechanically, the principle is similar to that of a card drafting game - every Animal or Plant Exhibit you can obtain exists as a Card, which you can then Display into the corresponding building.

In the game, Animal and Plant Exhibits will be referred to 'Wildlife' Exhibits, as opposed to Great Works which are Man-Made Exhibits.

The idea is to later also add Fossils to the base game (see also the Paleontology promotion Researchers currently have) which are Wildlife Exhibits that function like Artefacts, and can be put on Display in Musea (yielding Knowledge and Tourism). This doesn't include 'living fossils' such as the Coelacanth (which can just be Displayed alive inside of a Zoo). Finds such as a mummified thylacine or a frozen wooly mammoth however would count as Fossils.

Wildlife Capture Mechanics:

For the Wildlife Exhibit to be discovered, the Researcher must click the 'Capture Wildlife Specimen' button. This action will take 1-3 turns by default. Researchers can choose between targeting Animals, Plants and both. All Wildlife is specifically tied to one specific biome - Grasslands, Plains, Tundra, Tropical or Desert, and most have additional feature requirements.

If the Wildlife Exhibit has one of these additional feature requirements, then those features must be present on or adjacent to the tile the Researcher is standing on when attempting to Capture a Wildlife Specimen.

Terrestial Plants have an additional requirement in that they can only be found in Vegetated or Wet biomes, or in proximity to specific resources. (they will as such never appear on tiles that aren't adjacent to Vegetation or Wetlands, unless the correct resource is also present). Animals may feature similar restrictions but can appear on Open terrain.

Resource requirements can be representative (any Plant that needs to be discovered near a Dyes resource is a source of (natural) dye in real life), lateral ('Olives' represents Olive Oil, so any other plant that also provides a fragrant oil irl may also require Olives to be present) or Dietary (an Animal that is known for its Fish consumption may require the proximity of a Fish resource)

The Card Pool the researcher can pick from will be visible in the tooltip when hovering over the button, listed as follows:

  • The biome of the tile it is standing on
  • Any features on surrounding tiles
  • Any resources on surrounding tiles.
  • Any marine tiles adjacent to its tile. (requirement for Navigable River, River, Lake or Coastal)

Card Rarity & Availability:

When a Capture is made, the player sees up to five potential Exhibits and picks one to get. All Cards shown will be picked at random from the available pool. There won't be duplicates. If there are fewer than five legitimate choices, the player will see that number of Exhibits.

The Exhibit pool is shared between all players, so if a Card is picked by one player, it is removed from the pool for everyone else. Rarity is the value that determines how many copies of a Card are in the pool, which also determines how likely it is to show up.

  • For Common Cards, this is five times per game.
  • For Uncommon Cards, this is four times per game
  • For Rare Cards, this is three times per game
  • For Iconic Cards, this is two times per game
  • for Unique Cards, this is one time per game.
Every Card can only be picked once per player however. If a pool contains five Rats, and you take one, you won't see any more Rats, and four of the other players can still pick the Rat if they want to.

Wildlife t Exhibits do not receive theming bonuses when displayed in their corresponding buildings. The reason for this is that determining synergies based on food chains and/or taxonomy gives me a headache :P. (Mammals and invertebrates are fairly easy, but do NOT look up birds or fish)

Instead, every Wildlife Exhibit will provide a fixed amount of Tourism depending on the Rarity of the card. Any Cards that you own, but don't display will passively generate Knowledge according to the Card's Rarity. Displayed Animal and Plant exhibits can also provide Amenities.

The Cards will contain more information than what I'm about to list: Diet, Size Category and Enclosure all determine which Animals can be grouped together with other Wildlife in the same building.


Size Category

Every Wildlife Exhibit is given a Size Category. 1 - 5. This is equivalent to a card's 'mana cost' in games such as Hearthstone or Slay the Spire, and represent the amount of space the Wildlife occupies. For Plants Size 1 is a small flowering plant, Size 2 is a bush, Size 3-4-5 are trees. For Animals, 'Size' represents the animal's place in the food chain, which small prey animals being Size 1, and apex Predators being slotted in categories 3-4-5.

All buildings that can accomodate Wildlife, such as Gardens, and Zoos, can hold a maximum 'size' amount of Animals and Plants. National Parks can do the same.

Size Category also determines which animals can be grouped together based on their diet. An Animal will always consume other organisms smaller than their Size category. Animals of Size 1 will only consume other Wildife of Size 1.

Diet Category
Diet determines which tags are irreconcilable within the same building:

  • Carnivores will consume other animals except for invertibates of a smaller size.
  • Herbivores will consume plants up to one category larger than they are.
  • Insectovores will consume invertibrates of their size or smaller.
  • Pescatarians will consume fish of a smaller size.
  • Omnivores will consume any Wildlife of Size 1, and ONLY size 1.
  • Scavengers won't consume other animals unless their collective Size outnumbers that of the smaller Wildlife.

Plants do NOT have a Diet Category, as they don't consume other Organisms (this also applies to insectivorous plants, just for the sake of not overcomplicating matters).

Enclosure Categories:


Enclosures group animals together based on whether they are live in water (Aquatic), on dry land (Terrestial) or in trees (Arboreal). Animals only consume other organisms from the same Enclosure category. This makes sense. Put a pride of lions and a family of meerkats in the same enclosure and see what happens. Some animals will have two Enclosure types due to their mixed biomes (an example is the Hippopotumus which is bohth Terrestial and Aquatic)

Arboreal animals will require the presence of at least one Size 3 Plant (a tree) inside their Enclosure.


Amenity Yields:

Animal and Plant Exhibits can generate Amenities when put on Display inside their corresponding buildings. Plants will provide :health: Greenery Amenities which increase City Health. Animals provide :c5happy:Security Amenities that improve City Happiness. I haven't figured out the exact formula yet, but it should scale with Rarity and Size category.

For the players that don't like these sort of mini-games, worry not. I would not introduce such a system without also ensuring there would be a button that allows for automatic optimization. :yeah: And you can still do Tourism the old-fashioned way.


List of Wildlife

This list is tentative (and quite expansive - perks of being a former bio teacher specialized in taxonomy :3) and not quite balanced, but I don't think it needs to be. Most of the Wildlife listed below is either recognisable or interesting, which are the criteria I value most. Balance can be worried about later...x

The lists below show the Biome, additional Features/Resources (if any), Rarity and Size. 'Coastal' refers to Coastal water tiles, AND to land tiles of any biome adjacent to a Coast.

Animals:
  • Aardvark: Desert + Rough // Common // Size 2
  • African Elephant: Ivory + Plains // Iconic // Size 4
  • Alalala: Coastal + Volcano // Unique // Size 1
  • Albatross: Coastal + Tundra // Rare // Size 2
  • Alligator: Coastal + Wet // Uncommon // Size 2
  • Anaconda: Tropical + Wet // Rare // Size 2
  • Archerfish: Tropical + Navigable River // Uncommon // Size 1
  • Arctic Fox: Tundra // Common // Size 1
  • Atlas Moth: Tropical + Vegetation // Rare // Size 1
  • Axolotl: Lake // Iconic // Size 1
  • Bald Eagle: Lake // Iconic // Size 2
  • Baudet de Poitou: Grasslands + Wet // Iconic // Size 2
  • Beaver: Furs + Wet // Uncommon // Size 1
  • Beluga Whale: Tundra + Fish Resource // Iconic // Size 3
  • Beluga Sturgeon: Lake + Fish Resource // Unique // Size 2
  • Bird of Paradise: Tropical + Fruit Resource // Unique // Size 2
  • Bison - Plains + Cattle // Rare // Size 3
  • Black Bear: Grassland + Vegetation // Uncommon // Size 3
  • Bluejay: Grasslands + Vegetation // Common // Size 1
  • Blue Lobster: Reef // Unique // Size 1
  • Blue Whale: Whale + Open Sea // Unique // Size 5
  • Boar: Grasslands + Truffles // Common // Size 2
  • Burrowing Owl: Desert + Rough // Uncommon // Size 1
  • Bushdog: Tropical + Vegetation // Rare // Size 1
  • Capybara: Tropical + Wet // Uncommon // Size 1
  • Cassowary: Tropical + Vegetation // Rare // Size 2
  • Catfish: River // Common // Size 1
  • Chameleon: Tropical + Vegetated // Iconic // Size 1
  • Cheetah: Desert + Wet // Uncommon // Size 2
  • Chimaera: Open Ocean // Unique // Size 1
  • Chimpansee: Fruit Resource + Rough // Rare // Size 3
  • Clownfish: Atoll // Uncommon // Size 1
  • Coati: Tropical // Common // Size 1
  • Cock-on-the-Rock: Coastal + Rough // Iconic // Size 1
  • Coelacanth: Open Ocean // Unique // Size 2
  • Conch: Any Shellfish Resource // Uncommon // Size 1
  • Condor: Desert + Mountain // Iconic // Size 3
  • Cormorant: Navigable River + Fish Resource // Common // Size 1
  • Coyote: Desert // Common // Size 2
  • Crocodile: Navigable River // Uncommon // Size 3
  • Cuttlefish: Coastal // Common // Size 1
  • Dhole: Tropical + Open // Rare // Size 2
  • Dolphin: Coastal + Fish Resource // Uncommon // Size 2
  • Dromedary: Desert + Camel // Common // Size 2
  • Elephant Seal: Coastal // Iconic // Size 3
  • Emperor Penguin: Fish Resource + Ice // Rare // Size 2
  • Flamingo: Wet // Uncommon // Size 2
  • Flying Fish: Open Ocean // Uncommon // Size 1
  • Frigatebird: Cliff // Iconic // Size 2
  • Frilled Lizard: Desert + Rough // Uncommon // Size 1
  • Geoduck: Coast + Cliff // Uncommon // Size 1
  • Gharial: Navigable River + Wet // Iconic // Size 3
  • Ghost Crab: Tropical + Coastal // Uncommon // Size 1
  • Giant Clam: Reef + Any Shellfish // Common // Size 3
  • Giant Panda: Tropical + Hardwood // Unique // Size 3
  • Gila Monster: Desert + Rough // Rare // Size 1
  • Giraffe: Plains + Vegetation // Rare // Size 4
  • Golden Pheasant: Vegetation // Rare // Size 2
  • Gorilla: Vegetation + Rough // Iconic // Size 3
  • Grey Heron: Grasslands + Wet // Common // Size 2
  • Grey Wolf: Grasslands // Common // Size 2
  • Hammerhead: Reef // Uncommon // Size 3
  • Hercules Beetle: Tropical // Uncommon // Size 1
  • Highlander Cattle: Grasslands + Cattle // Uncommon // Size 2
  • Hippopotamus: Ivory + Wet // Rare // Size 3
  • Honey Badger: Desert + Sweet Resource // Uncommon // Size 1
  • Horned Viper: Desert + Wet // Uncommon // Size 1
  • Horseshoe Crab: Tundra + Coastal // Unique // Size 1
  • Ibis: Desert + Wet // Common // Size 1
  • Impala: Desert + Wet // Uncommon // Size 2
  • Indian Elephant: Tropical + Ivory // Rare // Size 4
  • Jaguar: Tropical + Wet // Iconic // Size 2
  • Jellyfish: Open Ocean // Common // Size 1
  • Jerboa: Desert + Rough // Uncommon // Size 1
  • Junglefowl: Tropical + Vegetation // Common // Size 1
  • Kagu: Tropical + Vegetation // Unique // Size 1
  • Kakapo: Tropical + Vegetation // Unique // Size 1
  • Kangaroo: Desert + Rough // Iconic // Size 2
  • Kea: Tundra + Vegetation // Unique // Size 1
  • King Cobra: Plains + Vegetation // Iconic // Size 1
  • Kiwi: Plains + Vegegation // Iconic // Size 1
  • Koala: Grasslands + Hardwood Resource // Rare // Size 1
  • Koi Carp: Lake // Common // Size 1
  • Kookaburra: Tropical + Vegetated // Iconic // Size 1
  • Lamprey: Navigable River // Common // Size 1
  • Leopard: Plains + Wet // Rare // Size 2
  • Lion: Plains // Uncommon // Size 2
  • Lorikeet: Tropical + Vegetation // Rare // Size 1
  • Lynx: Tundra + Vegetation // Uncommon // Size 2
  • Macaw: Tropical + Fruit Resource // Uncommon // Size 1
  • Manatee: Open Ocean + Reef // Iconic // Size 3
  • Mandarin Duck: Lake // Iconic / Size 1
  • Mandrill: Plains + Wet // Uncommon // Size 2
  • Maned Wolf: Tropical // Iconic // Size 2
  • Manta Ray: Open Ocean + Atoll // Rare // Size 3
  • Mantis Shrimp: Reef + Atoll // Iconic // Size 1
  • Manul: Tundra // Unique // Size 1
  • Markhor: Desert + Wool // Rare // Size 2
  • Marlin: Open Ocean + Fish Resource // Rare // Size 2
  • Monitor Lizard: Tropical + Rough // Rare // Size 3
  • Monk Seal: Tropical + Coastal // Uncommon // Size 1
  • Moose: Tundra + Vegetation // Common // Size 3
  • Moray Eel: Reef // Common // Size 2
  • Mouflon: Plains + Wool // Rare // Size 2
  • Murex Snail: Coast + either: Shellfish Resource OR Dyes Resource // Unique // Size 1
  • Narwhal: Open Ocean + Whale // Iconic // Size 3
  • Nautilus: Open Ocean // Iconic // Size 2
  • Nudibranch: Reef // Rare // Size 1
  • Octopus: Coastal // Uncommon // Size 2
  • Okapi: Tropical + Vegetation // Unique // Size 3
  • Orangutan: Tropical + Fruit Resource // Unique // Size 3
  • Orca: Open Ocean + Marine Resource // Uncommon // Size 4
  • Orchid Mantis: Tropical + Flower Resource // Iconic // Size 1
  • Peafowl: Tropical // Rare // Size 2
  • Pelican: Navigable River // Uncommon // Size 2
  • Platypus: Navigable River // Unique // Size 2
  • Poison Dart Frog: Tropical + Wet // Common // Size 1
  • Polar Bear: Tundra + Ice // Rare // Size 3
  • Porcupine: Plains + Vegetation // Uncommon // Size 2
  • Pronghorn: Plains + Rough // Iconic // Size 2
  • Przewalski's Horse: Tundra + Horses // Iconic // Size 3
  • Ptarmigan: Tundra + Ice // Uncommon // Size 1
  • Pufferfish: Reef // Common // Size 1
  • Puffin: Coastal + Cliffs // Common // Size 1
  • Puma: Grasslands + Rough // Uncommon // Size 2
  • Red Fox: Grasslands // Common // Size 1
  • Quokka: Plains + Vegetated // Rare // Size 1
  • Rattlesnake: Desert + Plant Resource // Uncommon // Size 2
  • Red Panda: Tundra + Vegetation // Unique // Size 1
  • Rhinoceros: Plains + Wet // Iconic // Size 4
  • Saiga: Tundra + Wet // Iconic // Size 2
  • Scarab: Desert // Common // Size 1
  • Scorpion: Desert // Uncommon // Size 1
  • Seahorse: Reef // Uncommon // Size 1
  • Sea Otter: Coast + Clam // Common // Size 1
  • Sanga Cattle: Desert + Cattle // Uncommon // Size 2
  • Sengi: Tropical + Vegetation // Iconic // Size 1
  • Shoebill: Plains + Wet // Iconic // Size 2
  • Snow Leopard: Tundra + Rough // Size 2
  • Spoonbill: Tropical + Wet // Uncommon // Size 2
  • Starfish: Coastal // Common // Size 1
  • Stork: Wet // Common // Size 1
  • Sugar Glider: Tropical + Vegetation // Rare // Size 1
  • Sunbittern: Tropical + Wet // Rare // Size 2
  • Swan: Lake // Common // Size 1
  • Tapir: Tropical + Wet // Common // Size 2
  • Thresher Shark: Open Sea // Uncommon // Size 3
  • Tiger: Tropical + Wet // Iconic // Size 3
  • Toucan: Tropical + Vegetation // Rare // Size 2
  • Tortoise: River // Common // Size 1
  • Vicuña: Plains + Wool // Iconic // Size 1
  • Walrus: Grassland + Ivory // Uncommon // Size 2
  • Wapiti: Tundra + Game // Common // Size 3
  • Warthog: Desert + Ivory // Uncommon // Size 2
  • Water Buffalo: Tropical + Cattle // Uncommon // Size 2
  • Wildebeest: Plains + Game // Common // Size 1
  • Wobbegong: Atoll + Coastal // Uncommon // Size 2
  • Wolverine: Tundra + Wet // Uncommon // Size 2
  • Yak: Tundra + Cattle // Rare // Size 2
  • Zebra: Desert + Horses // Uncommon // Size 2

Plants
Note: Plants can only be discovered in Wet, Vegetation or Reef tiles. Unspecified terrestial plants can be found in both Vegetated and Wet biomes.
Arborial Animals will require at least one plant of size category 3 or higher to be displayed in the same Exhibit Building.


  • Acacia: Plains + Vegetation // Uncommon // Size 2
  • Agave: Desert + Sugar // Rare // Size 1
  • Algae: Reef or Lake // Common // Size 1
  • Aloe Vera: Desert + Perfume // Uncommon // Size 1
  • Almond Tree: Desert + Wet // Rare // Size 3
  • Apple Tree: Grasslands + Cider // Common // Size 3
  • Artichoke: Plains + Coastal // Uncommon // Size 1
  • Bamboo: Tropical + Bamboo // Common // Size 2
  • Baobab: Desert + Vegetation // Unique // Size 4
  • Beech: Grassland + Hardwood //
  • Begonia: Grasslands // Common // Size 2
  • Bonsai: Tropical + Vegetation // Iconic // Size 1
  • Brain Coral: Reef // Common // Size 1
  • Bramble: Grasslands // Common // Size 1
  • Brassica: Grasslands // Common // Size 1
  • Brazilwood: Tropical + Hardwood // Iconic // Size 3
  • Buddha's Hand: Tropical + Citrus // Iconic // Size 3
  • Bulrush: Grassland + Wet // Common // Size 2
  • Carnation: Grassland // Common // Size 1
  • Cedar: Plains + Hardwood // Rare // Size 3
  • Clover: Grasslands // Common // Size 1
  • Coconut Palm: Tropical + Coast // Size 3
  • Crocus: Desert + Spices // Rare // Size 1
  • Cypress: Desert + Vegetation // Uncommon // Size 3
  • Daffodil: Grasslands + Lake // Uncommon // Size 1
  • Dandelion: Grasslands // Common // Size 1
  • Date Palm: Desert + Dates // Common // Size 3
  • Dragon Tree: Desert + Vegetation // Unique // Size 4
  • Durian Tree: Tropical + Fruit Resource // Iconic // Size 3
  • Ebony: Tropical + Hardwood // Iconic // Size 3
  • Edelweiss: Tundra + Wet // Iconic // Size 1
  • Elderberry: Tundra + Vegetation // Common // Size 2
  • Eucalyptus: Grasslands + Vegetation // Iconic // Size 2
  • Fern: Grasslands + Wet // Common // Size 1
  • Fig Tree: Plains + Wet // Uncommon // Size 3
  • Fly Agaric: Grasslands + Vegetation // Common // Size 1
  • Forget-Me-Not: Grasslands + Honey // Unique // Size 1
  • Foxglove: Grasslands + Vegetation // Common // Size 1
  • Ginseng: Tropical + Spices // Iconic // Size 4
  • Gorgonia: Reef // Common // Size 1
  • Guava: Tropical + Sugar // Rare // Size 2
  • Henna: Plains + Dyes // Rare // Size 3
  • Hevea Tree: Tropical + Rubber // Rare // Size 3
  • Hibiscus: Plains + Tea // Rare // Size 2
  • Honeysuckle: Grasslands + Honey // Common // Size 1
  • Indigo: Grasslands + Dyes // Uncommon // Size 1
  • Ivy: Grasslands + Cliff // Common // Size 1
  • Jasmine: Grasslands + Tea // Rare // Size 2
  • Jojoba: Tropical + Olive // Rare // Size 3
  • Kelp: Reef // Rare // Size 2
  • Liana: Tropical // Common // Size 2
  • Libanus: Plains + Incense // Rare // Size 2
  • Lily: Grasslands + Wet // Common // Size 1
  • Lily-of-the-Valley: Grasslands + Vegetation // Rare // Size 1
  • Laurel: Plains + Spices // Uncommon // Size 2
  • Loofah Gourd: Tropical + Squash // Rare // Size 2
  • Lotus: Wet or Lake // Uncommon // Size 1
  • Madder: Grassland + Dyes // Common // Size 2
  • Magnolia Tree: Grassland + Apple // Iconic // Size 4
  • Mahogany: Tropical + Hardwood // Rare // Size 4
  • Maple: Grassland + Honey // Rare // Size 3
  • Marigold: Grassland // Common // Size 1
  • Monkey Puzzle: Tropical + Fruit Resource // Iconic // Size 3
  • Mother-in-law's Tongue: Desert + Vegetation // Common // Size 1
  • Nightshade: Grassland + Potato // Common // Size 1
  • Oak: Grassland + Hardwood // Common // Size 3
  • Olive Tree: Olives // Uncommon // Size 3
  • Orchid: Tropical + Spices // Iconic // Size 1
  • Papyrus: Desert + Navigable River // Rare // Size 2
  • Peony: Grasslands // Common // Size 2
  • Peppermint: Tea // Common // Size 1
  • Petunia: Grasslands // Common // Size 2
  • Pine: Tundra + Resin // Common // Size 3
  • Pitcher Plant: Tropical // Rare // Size 1
  • Poplar: Grassland // Uncommon // Size 3
  • Poppy: Opium // Common // Size 1
  • Prickly Pear // Cactus // Uncommon // Size 2
  • Pumpkin // Squash // Uncommon // Size 1
  • Queen of the Andes // Desert + Vegetation // Unique // Size 3
  • Rattan: Tropical + Wet // Common // Size 2
  • Rhododendron: Grassland + Vegetation // Uncommon // Size 2
  • Rose Bush: Roses // Uncommon // Size 2
  • Saguaro: Cactus // Iconic // Size 3
  • Sakura: Grassland + Fruit Resource // Rare // Size 3
  • Sea Anemone: Reef // Uncommon // Size 1
  • Sea Cucumber: Reef // Uncommon // Size 1
  • Seaweed: Coastal // Common // Size 1
  • Sequoya: Plains + Vegetation // Iconic // Size 5
  • Staghorn Coral: Coral // Uncommon // Size 1
  • Spruce: Tundra + Hardwood // Common // Size 3
  • Succulents: Desert // Common // Size 1
  • Sugarcane: Sugar // Uncommon // Size 2
  • Sumac: Dyes + Spices // Uncommon // Size 2
  • Sunflower: Olives + Plains // Common // Size 3
  • Teak: Tropical + Dyes // Common // Size 3
  • Titan Arum: Tropical + Wet // Iconic // Size 3
  • Tulip: Roses + Wet // Uncommon // Size 1
  • Tulsi: Tea // Uncommon // Size 2
  • Venus Fly Catcher: Tropical + Vegetation // Uncommon // Size 2
  • Water Chestnut: Lake // Rare // Size 1
  • Water Lily: Lake // Uncommon // Size 2
  • Wildflowers: Grasslands + Open // Common // Size 1
  • Willow: Grasslands + Wet // Common // Size 3
  • Ylang-Ylan: Tropical + Perfume // Iconic // Size 3
Up next we'll deal with MAN-MADE Exhibits. I haven't compiled my list for that one yet, but I can clarify the different categories and how to collect them :3
 
Oh my god that is large

WAIT BLUE LOBSTER(Toccata and Fugue in D Minor)
 
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Also wonder what man-made exhibits and Fossils you have so far

(Also you lied there are no rats or meerkats literally unplayable)
 
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Do the Hacienda and Ranch do anything different
Also what are the Bamut and Lycaeon supposed to be
The Bamut is a unique Market Square, so a tier 1 economic gold building. It was initially a Shrine but i switched it up because it fits Phoenicia more.

It's based on the cedar tree shrines that Phoenician cities used to have.

The Lycaeon, or Lyceum is based on the temple of Apollo in Athens, which was a place of arts and learning. It was initially (in previous versions of my spreadsheet) a School replacement ("Lyceum" is a common word for a type of high school in Germanic speaking countries), but i switched it to a Library because that fits the general idea of the *Athenian* Lyceum better. The unique school I gave to Prussia instead.

The Hacienda and Ranch are two modular farm-like improvements. You have your workers build them. Once constructed you can select them, and attach other farm-like improvments to them, which will gain additional yield benefits. The amount of Farms you can link is set at 'four per Hacienda/Ranch' at the moment.

The two improvements are distinct in the types of buff they provide to linked Farms.

The Hacienda has base Production, improves the Coin yield of linked Fields/Pastures/Plantations (if present), and gains Culture for every linked Crop Resource (ex: Wheat, Cotton, Coffee, etc).

The Ranch has base Food, can only link to Fields or Pastures and improves the Food output of all linked Fields and Pastures if present. The tile with the Ranch itself can also spawn an Animal resource of a linked Pasture, giving you an extra copy. I'll post the full list of Pasture Resources later, but from memory these include Horses, Cattle, Camels and Wool.

They're useful to different Civilizations. The Mongols will want Ranches for instance. The Romans and Americans which both have unique Farms will want the Hacienda.
 
no lol <3 I have so many spreadsheets and the information is all over the place. (and outdated in most.)
 
Ah ok
But at least will there be something that compiles all of the info
I’m currently copying and pasting the posts in a doc but I didn’t format them correctly because I’m lazy

I want to go format them to make the cleaner and also recheck to see if you updated anything (I know you added more details to the origins behind agendas to the older leaders)
 
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